Guild Legacy guildlegacywiki https://guildlegacy.miraheze.org/wiki/Main_Page MediaWiki 1.40.1 first-letter Media Special Talk User User talk Guild Legacy Guild Legacy talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Module Module talk Main Page 0 1 1 2023-08-31T14:16:30Z MediaWiki default 1 Create main page wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == This Main Page was created automatically and it seems it hasn't been replaced yet. === For the bureaucrat(s) of this wiki === Hello, and welcome to your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, we hope you will enjoy our hosting. You can immediately start working on your wiki or whenever you want. Need help? No problem! We will help you with your wiki as needed. To start, try checking out these helpful links: * [[mw:Special:MyLanguage/Help:Contents|MediaWiki guide]] (e.g. navigation, editing, deleting pages, blocking users) * [[meta:Special:MyLanguage/FAQ|Miraheze FAQ]] * [[meta:Special:MyLanguage/Request features|Request settings changes on your wiki]]. (Extensions, Skin and Logo/Favicon changes should be done through [[Special:ManageWiki]] on your wiki, see [[meta:Special:MyLanguage/ManageWiki|ManageWiki]] for more information.) ==== I still don't understand X! ==== Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we are still happy to help you. You can find us here: * [[meta:Special:MyLanguage/Help center|On our own Miraheze wiki]] * On [[phab:|Phabricator]] * On [https://miraheze.org/discord Discord] * On IRC in #miraheze on irc.libera.chat ([irc://irc.libera.chat/%23miraheze direct link]; [https://web.libera.chat/?channel=#miraheze webchat]) === For visitors of this wiki === Hello, the default Main Page of this wiki (this page) has not yet been replaced by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check again later! 21236ac3f8d65e5563b6da6b70815ca6bf1e6616 2 1 2023-09-01T11:35:42Z Who's Jellies? 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == This Main Page was created automatically and it seems it hasn't been replaced yet. [[Factions]] [[Deities]] [[Games]] === For the bureaucrat(s) of this wiki === Hello, and welcome to your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, we hope you will enjoy our hosting. You can immediately start working on your wiki or whenever you want. Need help? No problem! We will help you with your wiki as needed. To start, try checking out these helpful links: * [[mw:Special:MyLanguage/Help:Contents|MediaWiki guide]] (e.g. navigation, editing, deleting pages, blocking users) * [[meta:Special:MyLanguage/FAQ|Miraheze FAQ]] * [[meta:Special:MyLanguage/Request features|Request settings changes on your wiki]]. (Extensions, Skin and Logo/Favicon changes should be done through [[Special:ManageWiki]] on your wiki, see [[meta:Special:MyLanguage/ManageWiki|ManageWiki]] for more information.) ==== I still don't understand X! ==== Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we are still happy to help you. You can find us here: * [[meta:Special:MyLanguage/Help center|On our own Miraheze wiki]] * On [[phab:|Phabricator]] * On [https://miraheze.org/discord Discord] * On IRC in #miraheze on irc.libera.chat ([irc://irc.libera.chat/%23miraheze direct link]; [https://web.libera.chat/?channel=#miraheze webchat]) === For visitors of this wiki === Hello, the default Main Page of this wiki (this page) has not yet been replaced by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check again later! a2a3f2e78cf3f47f024c976e47f49bf9c65f70d1 6 2 2023-09-01T12:05:30Z Who's Jellies? 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == This Main Page was created automatically and it seems it hasn't been replaced yet. [[Characters]] [[Factions]] [[Deities]] [[Games]] === For the bureaucrat(s) of this wiki === Hello, and welcome to your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, we hope you will enjoy our hosting. You can immediately start working on your wiki or whenever you want. Need help? No problem! We will help you with your wiki as needed. To start, try checking out these helpful links: * [[mw:Special:MyLanguage/Help:Contents|MediaWiki guide]] (e.g. navigation, editing, deleting pages, blocking users) * [[meta:Special:MyLanguage/FAQ|Miraheze FAQ]] * [[meta:Special:MyLanguage/Request features|Request settings changes on your wiki]]. (Extensions, Skin and Logo/Favicon changes should be done through [[Special:ManageWiki]] on your wiki, see [[meta:Special:MyLanguage/ManageWiki|ManageWiki]] for more information.) ==== I still don't understand X! ==== Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we are still happy to help you. You can find us here: * [[meta:Special:MyLanguage/Help center|On our own Miraheze wiki]] * On [[phab:|Phabricator]] * On [https://miraheze.org/discord Discord] * On IRC in #miraheze on irc.libera.chat ([irc://irc.libera.chat/%23miraheze direct link]; [https://web.libera.chat/?channel=#miraheze webchat]) === For visitors of this wiki === Hello, the default Main Page of this wiki (this page) has not yet been replaced by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check again later! 469a8532c58cbdb3e744991385e5df9e249f0ae1 Factions 0 2 3 2023-09-01T11:38:18Z Who's Jellies? 2 Created page with "[[The Aennea]] [[The Empire]]" wikitext text/x-wiki [[The Aennea]] [[The Empire]] 8df879c8c96f77125204129b93c6fd744a9839f3 The Aennea 0 3 4 2023-09-01T11:43:58Z Who's Jellies? 2 Created page with " Also called the Children of [[Thethme]]. According to the myths, the God of Knowledge created them to serve as consultants to [[the Imperial family]]. Aennea are all linked together in a hivemind. Some Aennea reside completely within this hivemind, known as "[[the Field]]". Their bodies remain in deep meditation with an incredibly low metabolism. From this position, they assist the Aennea who are more active in the world. Worldly Aennea are often younger. They hold p..." wikitext text/x-wiki Also called the Children of [[Thethme]]. According to the myths, the God of Knowledge created them to serve as consultants to [[the Imperial family]]. Aennea are all linked together in a hivemind. Some Aennea reside completely within this hivemind, known as "[[the Field]]". Their bodies remain in deep meditation with an incredibly low metabolism. From this position, they assist the Aennea who are more active in the world. Worldly Aennea are often younger. They hold positions in organizations where their gifts of Sight are best utilized. Anyone who signs a blood contract with an Aennea allows them to enter their mind for certain tasks. When an individual is assisted in this way (given Sight), they become much more aware of their surroundings. Their reflexes become faster, and they store more information. Aennea have their own society and culture. As children of Thethme, they are focused on gathering and disseminating knowledge. Most organizations run by Aennea are of a scientific, philosophical, or religious nature. However, there is one branch within their order that takes a more militant path. This is called [[the Adventurers Guild]], or simply the Guild. The Guild is the only Aennea organization that employs violence. It is set up to gather data on strategies and methods in combat of various creatures and cultures. The remains of the losing party are converted on-site into the all-encompassing resource known as [[Essence]]. Essence is the ethereal basis of all minerals and organic life forms, which can be manipulated to form building materials for any purpose. To prevent the Guild from oppressing the population, it is structured in such a way that [[membership]] is voluntary. Blood contracts do not work under any form of coercion. Therefore, the local population determines whether the Guild grows or shrinks. Furthermore, Guild members themselves decide whether to accept a bounty or not. Aennea are particularly sensitive. They tend towards introversion and greatly value peace and regularity. However, this sensitivity does not mean they are weak! They have a strong sense of justice. They excel in the more ethereal realms of knowledge but can be somewhat naive in more grounded matters. This is why it is not uncommon for them to seek [[advisors]] on matters as politics or trade. They only marry under the supervision of their [[Order]]. The Order attempts to cross the most potent lines of genes to produce the most powerful Aennea. The worst fate that can befall an Aennea is to be cut off from the Field for an extended period. Away from the Field, mental aberrations can arise that are detrimental to the structure and stability of the Order. Aennea who are isolated from the Field are called [[Rogue Minds]]. The bounties placed on Rogue Minds by the Guild are among the highest available. 52a016614c067010542ad4c28ece3f6c7da4afa2 5 4 2023-09-01T11:44:34Z Who's Jellies? 2 wikitext text/x-wiki Also called the Children of [[Thethme]]. According to the myths, the God of Knowledge created them to serve as consultants to [[the Imperial family]]. Aennea are all linked together in a hivemind. Some Aennea reside completely within this hivemind, known as "[[the Field]]". Their bodies remain in deep meditation with an incredibly low metabolism. From this position, they assist the Aennea who are more active in the world. Worldly Aennea are often younger. They hold positions in organizations where their gifts of [[Sight]] are best utilized. Anyone who signs a blood contract with an Aennea allows them to enter their mind for certain tasks. When an individual is assisted in this way (given Sight), they become much more aware of their surroundings. Their reflexes become faster, and they store more information. Aennea have their own society and culture. As children of Thethme, they are focused on gathering and disseminating knowledge. Most organizations run by Aennea are of a scientific, philosophical, or religious nature. However, there is one branch within their order that takes a more militant path. This is called [[the Adventurers Guild]], or simply the Guild. The Guild is the only Aennea organization that employs violence. It is set up to gather data on strategies and methods in combat of various creatures and cultures. The remains of the losing party are converted on-site into the all-encompassing resource known as [[Essence]]. Essence is the ethereal basis of all minerals and organic life forms, which can be manipulated to form building materials for any purpose. To prevent the Guild from oppressing the population, it is structured in such a way that [[membership]] is voluntary. Blood contracts do not work under any form of coercion. Therefore, the local population determines whether the Guild grows or shrinks. Furthermore, Guild members themselves decide whether to accept a bounty or not. Aennea are particularly sensitive. They tend towards introversion and greatly value peace and regularity. However, this sensitivity does not mean they are weak! They have a strong sense of justice. They excel in the more ethereal realms of knowledge but can be somewhat naive in more grounded matters. This is why it is not uncommon for them to seek [[advisors]] on matters as politics or trade. They only marry under the supervision of their [[Order]]. The Order attempts to cross the most potent lines of genes to produce the most powerful Aennea. The worst fate that can befall an Aennea is to be cut off from the Field for an extended period. Away from the Field, mental aberrations can arise that are detrimental to the structure and stability of the Order. Aennea who are isolated from the Field are called [[Rogue Minds]]. The bounties placed on Rogue Minds by the Guild are among the highest available. fc3ffeccfaf5d804b3661d17e345597363ec578e 9 5 2023-09-01T12:36:51Z Who's Jellies? 2 wikitext text/x-wiki Also called the Children of [[Thethme]]. According to the myths, the God of Knowledge created them to serve as consultants to [[the Imperial family]]. Aennea are all linked together in a hivemind. Some Aennea reside completely within this hivemind, known as "[[the Field]]". Their bodies remain in deep meditation with an incredibly low metabolism. From this position, they assist the Aennea who are more active in the world. Worldly Aennea are often younger. They hold positions in organizations where their gifts of [[Sight]] are best utilized. Anyone who signs a blood contract with an Aennea allows them to enter their mind for certain tasks. When an individual is assisted in this way (given Sight), they become much more aware of their surroundings. Their reflexes become faster, and they store more information. Aennea have their own society and culture. As children of Thethme, they are focused on gathering and disseminating knowledge. Most organizations run by Aennea are of a scientific, philosophical, or religious nature. However, there is one branch within their order that takes a more militant path. This is called [[the Adventurers Guild]], or simply the Guild. The Guild is the only Aennea organization that employs violence. It is set up to gather data on strategies and methods in combat of various creatures and cultures. The remains of the losing party are converted on-site into the all-encompassing resource known as [[Essence]]. Essence is the ethereal basis of all minerals and organic life forms, which can be manipulated to form building materials for any purpose. To prevent the Guild from oppressing the population, it is structured in such a way that [[membership]] is voluntary. Blood contracts do not work under any form of coercion. Therefore, the local population determines whether the Guild grows or shrinks. Furthermore, Guild members themselves decide whether to accept a bounty or not. Aennea are particularly sensitive. They tend towards introversion and greatly value peace and regularity. However, this sensitivity does not mean they are weak! They have a strong sense of justice. They excel in the more ethereal realms of knowledge but can be somewhat naive in more grounded matters. This is why it is not uncommon for them to seek [[advisors]] on matters as politics or trade. They only marry under the supervision of their [[Order]]. The Order attempts to cross the most potent lines of genes to produce the most powerful Aennea. The worst fate that can befall an Aennea is to be cut off from the Field for an extended period. Away from the Field, mental aberrations can arise that are detrimental to the structure and stability of the Order. Aennea who are isolated from the Field are called [[Rogue Minds]]. The bounties placed on Rogue Minds by the Guild are among the highest available. ==== Notable Aennea ==== [[Syren of Arx Cordix]] [[Syren's Mentor]] [[Herad of Paluscura]] 09ed5c70ac5a9383e3059df74da8d0162bdef461 Characters 0 4 7 2023-09-01T12:16:27Z Who's Jellies? 2 Created page with "[[Syren of Arx Cordix]] [[Orfeo de la Musa]] [[Paole Aolice]] [[Lord Echek]] [[Herad of Paluscura]] [[Empress Gesanna]]" wikitext text/x-wiki [[Syren of Arx Cordix]] [[Orfeo de la Musa]] [[Paole Aolice]] [[Lord Echek]] [[Herad of Paluscura]] [[Empress Gesanna]] 74256a33f3e5f0c01d566f8b5720cde146ee6e46 8 7 2023-09-01T12:17:48Z Who's Jellies? 2 wikitext text/x-wiki [[Syren of Arx Cordix]] [[Orfeo de la Musa]] [[Paole Aolice]] [[Lord Echek]] [[Herad of Paluscura]] [[Empress Liviana]] 66381caf034d587bd9f02151d53f548859ca13a1 14 8 2023-09-02T11:38:01Z Who's Jellies? 2 wikitext text/x-wiki [[Syren of Arx Cordix]] [[Orfeo de la Musa]] [[Lord Echek]] [[Herad of Paluscura]] [[Empress Liviana]] [[Paole Aolice]] 0b97e907ed0543371d3b89bf0690ca42148f6af4 Syren of Arx Cordix 0 5 10 2023-09-01T12:41:31Z Who's Jellies? 2 Created page with "Raised in the secluded world of [[the Aennea]], Syren is sensitive and rather naive. However, he is incredibly gifted in manipulating [[the Field]]. Because he has been completely indoctrinated by the teachings of [[the Order]], Syren is almost the perfect Aennea: proud of his culture and role, eager to learn, and disciplined. He was raised within the Order, just like all the other Aennea. What is normal for Aennea is that parents are stationed elsewhere. His mentor serv..." wikitext text/x-wiki Raised in the secluded world of [[the Aennea]], Syren is sensitive and rather naive. However, he is incredibly gifted in manipulating [[the Field]]. Because he has been completely indoctrinated by the teachings of [[the Order]], Syren is almost the perfect Aennea: proud of his culture and role, eager to learn, and disciplined. He was raised within the Order, just like all the other Aennea. What is normal for Aennea is that parents are stationed elsewhere. His mentor serves as his father, while the Empress has a special fondness for him. Despite his pride, Syren is a curious young man. He is immensely fascinated by people. He seems to struggle with waiting for the Order to choose a suitable partner for him. Although the "normal world" has always appeared repulsive to him, he is also greatly fascinated by it. The daily meditations that immerse all Aennea in the Field time and time again to stay close to the teachings, are essential for Syren to prevent his weaknesses from spiraling out of control. He is grateful that this allows him to stay on the right path. 36785e3a4c227760ef31507c0e9798bed0de367e Deities 0 6 11 2023-09-02T11:21:17Z Who's Jellies? 2 Created page with "[[Osirus]], the Lost God of Fertility, Trade and Statecraft [[Fraena]], Goddess of Love, Art and Beauty [[Thethme]], God of Knowledge, Wisdom and Magic [[Huetzes]], Goddess of War, Courage and Destruction" wikitext text/x-wiki [[Osirus]], the Lost God of Fertility, Trade and Statecraft [[Fraena]], Goddess of Love, Art and Beauty [[Thethme]], God of Knowledge, Wisdom and Magic [[Huetzes]], Goddess of War, Courage and Destruction a490d676b1c0cd1fe4fc9f197f56e7eac916ac28 12 11 2023-09-02T11:34:41Z Who's Jellies? 2 wikitext text/x-wiki [[Osirus]], God of Fertility, Trade and Statecraft [[Fraena]], Goddess of Love, Art and Beauty [[Thethme]], God of Knowledge, Wisdom and Magic [[Huetzes]], Goddess of War, Courage and Destruction 352cfa15fce50d117ead8a8cf05d2ee588cd981e 19 12 2023-09-02T11:58:41Z Who's Jellies? 2 wikitext text/x-wiki [[Osirus]], God of Fertility, Trade and Statecraft [[Fraena]], Goddess of Love, Art and Beauty [[Thethme]], God of Knowledge, Wisdom and Magic [[Huetzes]], Goddess of War, Courage and Destruction [[Inanna]], the locked away daughter of Fraena [[The Architect]], the creator 888ed1fff717ebdf269f6b546c35fb1640d0c978 20 19 2023-09-02T11:58:57Z Who's Jellies? 2 wikitext text/x-wiki [[Osirus]], God of Fertility, Trade and Statecraft [[Fraena]], Goddess of Love, Art and Beauty [[Thethme]], God of Knowledge, Wisdom and Magic [[Huetzes]], Goddess of War, Courage and Destruction [[Inanna]], the locked away daughter of Fraena [[The Architect]], creator of the universe 056ca65cb4769c5a437fd292bb4fbfba22c0ed25 22 20 2023-09-02T12:06:31Z Who's Jellies? 2 wikitext text/x-wiki [[Osirus]], God of Fertility, Trade and Statecraft [[Fraena]], Goddess of Love, Art and Beauty [[Thethme]], God of Knowledge, Wisdom and Magic [[Huetzes]], Goddess of War, Courage and Destruction [[Inanna]], the locked away daughter of Fraena [[The Architect]], Creator of the Universe eba5f094d9f582d2e0b7bb2c5b8f544c78a9ae66 28 22 2023-09-02T14:48:23Z Who's Jellies? 2 wikitext text/x-wiki [[Nosirus]], God of Fertility, Trade and Statecraft [[Fraena]], Goddess of Love, Art and Beauty [[Thethme]], God of Knowledge, Wisdom and Magic [[Huetzes]], Goddess of War, Courage and Destruction [[Inanna]], the locked away daughter of Fraena [[The Architect]], Creator of the Universe de25c86c82ed35b31ed91cd6a0d07ce754221d2f 31 28 2023-09-02T14:57:18Z Who's Jellies? 2 wikitext text/x-wiki [[Nosirus]], God of Trade, Statecraft and Earth. [[Fraena]], Goddess of Love, Beauty and Water. [[Thethme]], God of Knowledge, Wisdom and the Skies. [[Huetzes]], Goddess of War, Courage and Fire. [[Inanna]], the locked away daughter of Fraena. [[The Architect]], Creator of the Universe. b4c0dadc8d01aa4fd40ec5d7f5e07d379ccb5ffa 41 31 2023-09-02T16:44:24Z Who's Jellies? 2 wikitext text/x-wiki [[Nosirus]], God of Trade, Statecraft and Earth. [[Fraena]], Goddess of Love, Beauty and Water. [[Thethme]], God of Knowledge, Wisdom and the Skies. [[Huetzes]], Goddess of War, Honor and Fire. [[Inanna]], the locked away daughter of Fraena. [[The Architect]], Creator of the Universe. 3f4f0323a8c69e792de281c686501ac9baf84229 Osirus 0 7 13 2023-09-02T11:36:49Z Who's Jellies? 2 Created page with "The Vanished God. So named because his priests and oracles no longer perceive anything from him in their vision quests. Osirus' presence is still strong enough to bestow blessings of harvest and good rule, but the absence is slowly seeping into earthly reality. According to legends, it is this God who is the ancestor of [[the Imperial Family]] before he ascended to heaven to assume the mantle of the Supreme God. [[The previous Supreme God]] was the one who created automa..." wikitext text/x-wiki The Vanished God. So named because his priests and oracles no longer perceive anything from him in their vision quests. Osirus' presence is still strong enough to bestow blessings of harvest and good rule, but the absence is slowly seeping into earthly reality. According to legends, it is this God who is the ancestor of [[the Imperial Family]] before he ascended to heaven to assume the mantle of the Supreme God. [[The previous Supreme God]] was the one who created automatons of flesh and blood to maintain Creation. [[Thethme]] endowed them with consciousness out of curiosity. This is how humanity was created. Not all gods were equally pleased with this development. In [[the Holy Texts]], it is written that Nosirus incarnated among humans in a dangerous time of many changes to bring structure and hope to their society. This incarnation marked the beginning of the Imperial Family. ac24f93c01f5cb571d629508f49997410a056feb Fraena 0 8 15 2023-09-02T11:42:26Z Who's Jellies? 2 Created page with "According to some, Fraena is the oldest Deity, with [[Deities|the others]]" wikitext text/x-wiki According to some, Fraena is the oldest Deity, with [[Deities|the others]] c2c50b5ad92b665146c1c475c24cdd9adec7e7d6 16 15 2023-09-02T11:52:47Z Who's Jellies? 2 wikitext text/x-wiki According to some, Fraena is the oldest Deity, with [[Deities|the others]] springing from her womb. In her stories, she is caring and nurturing in her good moods, dependent and distant in the bad. She is often called the most powerful of all Deities. Although [[Osirus]] is seen as the ruler of the Gods, even he bends his knee to her will in some stories. Her followers muse that she doesn't mingle in the divine politics because it would bore her out completely. In the myth of the Locked Daughter, Fraena is impregnated by [[the Architect]] and gives birth to a [[Inanna|daughter]]. This daughter is clearly superior to Fraena in every way possible. Out of fear, Fraena locks away the girl behind a magical seal underneath an unknown mountain. 5b02e48ebe597034946d797d11e7a30c2507c3bc 18 16 2023-09-02T11:57:37Z Who's Jellies? 2 wikitext text/x-wiki According to some, Fraena is the oldest Deity, with [[Deities|the others]] springing from her womb. In her stories, she is caring and nurturing in her good moods, dependent and distant in the bad. She is often called the most powerful of all Deities. Although [[Osirus]] is seen as the ruler of the Gods, even he bends his knee to her will in some stories. Her followers muse that she doesn't mingle in the divine politics because it would bore her out completely. In the myth of the Locked Daughter, Fraena is impregnated by [[the Architect]] and gives birth to a [[Inanna|baby girl]]. This daughter is clearly superior to Fraena in every way possible. Out of fear, Fraena locks away the girl behind a magical seal underneath an unknown mountain. 27bc77947b5e247da7814ce47a9a1da7bb4b29bf 23 18 2023-09-02T12:10:29Z Who's Jellies? 2 wikitext text/x-wiki According to some, Fraena is the first creation by [[The Architect]], with [[Deities|the others]] springing from her womb. In her stories, she is caring and nurturing in her good moods, dependent and distant in the bad. She is often called the most powerful of all Deities. Although [[Osirus]] is seen as the ruler of the Gods, even he bends his knee to her will in some stories. Her followers muse that she doesn't mingle in the divine politics because it would bore her out completely. In the myth of the Locked Daughter, Fraena is impregnated by [[the Architect]] and gives birth to a [[Inanna|baby girl]]. This daughter is so beautiful and lovely, Fraena grows jealous. Out of fear for losing her position, Fraena locks away the girl behind a magical seal in a pocket dimension. Out of this seal, Earth is born. 77416b1dc50f9f53653db297417f7c8f4c0412d7 30 23 2023-09-02T14:49:23Z Who's Jellies? 2 wikitext text/x-wiki According to some, Fraena is the first creation by [[The Architect]], with [[Deities|the others]] springing from her womb. In her stories, she is caring and nurturing in her good moods, dependent and distant in the bad. She is often called the most powerful of all Deities. Although [[Nosirus]] is seen as the ruler of the Gods, even he bends his knee to her will in some stories. Her followers muse that she doesn't mingle in the divine politics because it would bore her out completely. In the myth of the Locked Daughter, Fraena is impregnated by [[the Architect]] and gives birth to a [[Inanna|baby girl]]. This daughter is so beautiful and lovely, Fraena grows jealous. Out of fear for losing her position, Fraena locks away the girl behind a magical seal in a pocket dimension. Out of this seal, Earth is born. a85f34465eeb813b4eef1be6e1ca14d3f3d626f0 39 30 2023-09-02T15:21:06Z Who's Jellies? 2 wikitext text/x-wiki [[File:Fraena.jpg|thumb|right|The Mother of all Deities]] According to some, Fraena is the first creation by [[The Architect]], with [[Deities|the others]] springing from her womb. In her stories, she is caring and nurturing in her good moods, dependent and distant in the bad. She is often called the most powerful of all Deities. Although [[Nosirus]] is seen as the ruler of the Gods, even he bends his knee to her will in some stories. Her followers muse that she doesn't mingle in the divine politics because it would bore her out completely. In the myth of the Locked Daughter, Fraena is impregnated by [[the Architect]] and gives birth to a [[Inanna|baby girl]]. This daughter is so beautiful and lovely, Fraena grows jealous. Out of fear for losing her position, Fraena locks away the girl behind a magical seal in a pocket dimension. Out of this seal, Earth is born. 5cc7e99cd71e6ad5cd0841bd98c108354f1a4caf 45 39 2023-09-02T19:48:15Z Who's Jellies? 2 wikitext text/x-wiki [[File:Fraena.jpg|thumb|right|The Mother of all Deities]] According to some, Fraena is the first creation by [[The Architect]], with [[Deities|the others]] springing from her womb. In her stories, she is caring and nurturing in her good moods, dependent and distant in the bad. She is often called the most powerful of all Deities. Although [[Nosirus]] is seen as the ruler of the Gods, even he bends his knee to her will in some stories. Her followers muse that she doesn't mingle in the divine politics because it would bore her out completely. In the myth of the Locked Daughter, Fraena is impregnated by [[the Architect]] and gives birth to a [[Inanna|baby girl]]. This daughter is so beautiful and lovely, Fraena grows jealous. Out of fear for losing her position, Fraena locks away the girl behind a magical seal in a pocket dimension. Out of this seal, Earth was born. Her champion in [[Guild Legacy]] is [[Orfeo de la Musa]]. d4844ab019e2ddd555c6524ff2bc3c022c3ac4c8 The Architect 0 9 17 2023-09-02T11:56:49Z Who's Jellies? 2 Created page with "The supreme creator of the universe who exists outside of time and space. Theologists muse that [[Fraena]] is a split part of his personality, and the medium through which we experience the creation." wikitext text/x-wiki The supreme creator of the universe who exists outside of time and space. Theologists muse that [[Fraena]] is a split part of his personality, and the medium through which we experience the creation. 9482138bbc57d85c681dc514f458dd41427a45b8 21 17 2023-09-02T12:06:00Z Who's Jellies? 2 wikitext text/x-wiki The Supreme Creator of the universe who exists outside of time and space. Theologists muse that [[Fraena]] is a split part of His mind, and the medium through which we experience the Creation. 57df6a7e7d35a77c4f82574d65dc7ab84d3a82dd Thethme 0 10 24 2023-09-02T12:18:27Z Who's Jellies? 2 Created page with "The God of Knowledge, Wisdom and Magic. Also known as the Scribe and Counsillor of the Gods. Always curious to how elements interact, this God enjoys experimenting with unknown substances. The [[Deities|other Gods]] don't always enjoy these experimentations. According to the Creation Myth, Thethme is the one who created humanity by imparting [[Osirus|Osirus']] organic automatons with a spark of Divinity. Osirus was livid with Thethme, because the automatons were now capa..." wikitext text/x-wiki The God of Knowledge, Wisdom and Magic. Also known as the Scribe and Counsillor of the Gods. Always curious to how elements interact, this God enjoys experimenting with unknown substances. The [[Deities|other Gods]] don't always enjoy these experimentations. According to the Creation Myth, Thethme is the one who created humanity by imparting [[Osirus|Osirus']] organic automatons with a spark of Divinity. Osirus was livid with Thethme, because the automatons were now capable of free thought and action, which could seriously impar their function as Keepers of Creation. 98362f802e04e9cd754969248cfd9ccac7ce57ed 25 24 2023-09-02T12:18:55Z Who's Jellies? 2 wikitext text/x-wiki The God of Knowledge, Wisdom and Magic. Also known as the Scribe and Counsillor of the Gods. Always curious to how elements interact, this God enjoys experimenting with unknown substances. The [[Deities|other Gods]] don't always enjoy these experimentations. According to the Creation Myth, Thethme is the one who created humanity by imparting [[Osirus|Osirus']] organic automatons with a spark of Divinity. Osirus was livid with Thethme, because the automatons were now capable of free thought and action, which could seriously impair their function as Keepers of Creation. f85ef269c4caf68367befb6afaed94cf7883755c 26 25 2023-09-02T14:46:41Z Who's Jellies? 2 wikitext text/x-wiki The God of Knowledge, Wisdom and the Skies. Also known as the Scribe and Counsillor of the Gods. Always curious to how elements interact, this God enjoys experimenting with unknown substances. The [[Deities|other Gods]] don't always enjoy these experimentations. According to the Creation Myth, Thethme is the one who created humanity by imparting [[Nosirus|Nosirus']] organic automatons with a [[The Divine Spark|Spark of Divinity]]. Osirus was livid with Thethme, because the automatons were now capable of free thought and action, which could seriously impair their function as Keepers of [[the Architect|Creation]]. Allegedly, Thethme then crafted a special specimen of humans as a conciliatory gesture; [[the Aennea]]. These were more sensitive and possessed higher intelligence than the average human. Furthermore, they were all connected to eachother in [[the Field]], a mental dimension shared by all Aennea. Thethme had created these to act as the counsillors and psychic aides of [[the Imperial Family]], which Nosirus had established by incarnating in a human disguise. Thus, Nosirus' rule over all living beings was settled once more. Devotees of Thethme theorize that their God has created humanity as it is with the aspiration that humanity would take up its role as Keepers of Creation voluntarily. In this way, the interplay between Divine Spark and Creation could evolve to new heights, evolving the absolute state of [[the Universe]]. 36068d79b8bdc3cc8ff6df2455965ef9f6b24b08 35 26 2023-09-02T15:09:00Z Who's Jellies? 2 wikitext text/x-wiki [[File:Thethme.jpg|thumb|right|The God of Knowledge, Wisdom and the Skies]] The God of Knowledge, Wisdom and the Skies. Also known as the Scribe and Counsillor of the Gods. Always curious to how elements interact, this God enjoys experimenting with unknown substances. The [[Deities|other Gods]] don't always enjoy these experimentations. According to the Creation Myth, Thethme is the one who created humanity by imparting [[Nosirus|Nosirus']] organic automatons with a [[The Divine Spark|Spark of Divinity]]. Osirus was livid with Thethme, because the automatons were now capable of free thought and action, which could seriously impair their function as Keepers of [[the Architect|Creation]]. Allegedly, Thethme then crafted a special specimen of humans as a conciliatory gesture; [[the Aennea]]. These were more sensitive and possessed higher intelligence than the average human. Furthermore, they were all connected to eachother in [[the Field]], a mental dimension shared by all Aennea. Thethme had created these to act as the counsillors and psychic aides of [[the Imperial Family]], which Nosirus had established by incarnating in a human disguise. Thus, Nosirus' rule over all living beings was settled once more. Devotees of Thethme theorize that their God has created humanity as it is with the aspiration that humanity would take up its role as Keepers of Creation voluntarily. In this way, the interplay between Divine Spark and Creation could evolve to new heights, evolving the absolute state of [[the Universe]]. 1845f77c1bcf6cf7b1bd0908b623e26a1d398d1d Nosirus 0 11 27 2023-09-02T14:47:53Z Who's Jellies? 2 Created page with "The Vanished God. So named because his priests and oracles no longer perceive anything from him in their vision quests. Osirus' presence is still strong enough to bestow blessings of harvest and good rule, but the absence is slowly seeping into earthly reality. According to legends, it is this God who is the ancestor of [[the Imperial Family]] before he ascended to heaven to assume the mantle of the Supreme God. [[The previous Supreme God]] was the one who created automa..." wikitext text/x-wiki The Vanished God. So named because his priests and oracles no longer perceive anything from him in their vision quests. Osirus' presence is still strong enough to bestow blessings of harvest and good rule, but the absence is slowly seeping into earthly reality. According to legends, it is this God who is the ancestor of [[the Imperial Family]] before he ascended to heaven to assume the mantle of the Supreme God. [[The previous Supreme God]] was the one who created automatons of flesh and blood to maintain Creation. [[Thethme]] endowed them with consciousness out of curiosity. This is how humanity was created. Not all gods were equally pleased with this development. In [[the Holy Texts]], it is written that Nosirus incarnated among humans in a dangerous time of many changes to bring structure and hope to their society. This incarnation marked the beginning of the Imperial Family. ac24f93c01f5cb571d629508f49997410a056feb 29 27 2023-09-02T14:48:53Z Who's Jellies? 2 wikitext text/x-wiki The Vanished God. So named because his priests and oracles no longer perceive anything from him in their vision quests. Nosirus' presence is still strong enough to bestow blessings of harvest and good rule, but the absence is slowly seeping into earthly reality. According to legends, it is this God who is the ancestor of [[the Imperial Family]] before he ascended to heaven to assume the mantle of the Supreme God. [[The previous Supreme God]] was the one who created automatons of flesh and blood to maintain Creation. [[Thethme]] endowed them with consciousness out of curiosity. This is how humanity was created. Not all gods were equally pleased with this development. In [[the Holy Texts]], it is written that Nosirus incarnated among humans in a dangerous time of many changes to bring structure and hope to their society. This incarnation marked the beginning of the Imperial Family. d7f82d37e0394ab0546e709bc678ca946cf9b7e1 32 29 2023-09-02T15:00:08Z Who's Jellies? 2 wikitext text/x-wiki The Vanished God. So named because his priests and oracles no longer perceive anything from him in their vision quests. Nosirus' presence is still strong enough to bestow blessings of harvest and good rule, but the absence is slowly seeping into earthly reality. According to legends, it is this God who is the ancestor of [[the Imperial Family]] before he ascended to heaven to assume the mantle of the Supreme God. [[Arramin|The previous Supreme God]] was the one who created automatons of flesh and blood to maintain Creation. [[Thethme]] endowed them with consciousness out of curiosity. This is how humanity was created. Not all gods were equally pleased with this development. In [[the Holy Texts]], it is written that Nosirus incarnated among humans in a dangerous time of many changes to bring structure and hope to their society. This incarnation marked the beginning of the Imperial Family. a7f92ff9cb2a52ecccd89269bee7ea3c2468442a 33 32 2023-09-02T15:02:21Z Who's Jellies? 2 wikitext text/x-wiki The Vanished God. So named because his priests and oracles no longer perceive anything from him in their vision quests. Nosirus' presence is still strong enough to bestow blessings of harvest and good rule, but the absence is slowly seeping into earthly reality. Nosirus was the one who created automatons of flesh and blood to maintain Creation. [[Thethme]] endowed them with consciousness out of curiosity. This is how humanity was created. Not all gods were equally pleased with this development. In [[the Holy Texts]], it is written that Nosirus incarnated among humans in a dangerous time of many changes to bring structure and hope to their society. This incarnation marked the beginning of the Imperial Family. 48073ad41b3e949e66a42770fe6b45914cb2f7f2 37 33 2023-09-02T15:15:14Z Who's Jellies? 2 wikitext text/x-wiki [[File:Nosirus.jpg|thumb|right|The Vanished God]] The Vanished God. So named because his priests and oracles no longer perceive anything from him in their vision quests. Nosirus' presence is still strong enough to bestow blessings of harvest and good rule, but the absence is slowly seeping into earthly reality. Nosirus was the one who created automatons of flesh and blood to maintain Creation. [[Thethme]] endowed them with consciousness out of curiosity. This is how humanity was created. Not all gods were equally pleased with this development. In [[the Holy Texts]], it is written that Nosirus incarnated among humans in a dangerous time of many changes to bring structure and hope to their society. This incarnation marked the beginning of the Imperial Family. aa7842f00ccd234f368499ce33ae7ffb40375f25 File:Thethme.jpg 6 12 34 2023-09-02T15:08:30Z Who's Jellies? 2 wikitext text/x-wiki Visionairy impression of the God of Knowledge ee82efd5c3a6f6a0b8441f2c146267f4768ca8f8 File:Nosirus.jpg 6 13 36 2023-09-02T15:14:30Z Who's Jellies? 2 wikitext text/x-wiki The Vanished God 37bca7767051d14a3b9a6690caca93f90b98cfa7 File:Fraena.jpg 6 14 38 2023-09-02T15:20:45Z Who's Jellies? 2 wikitext text/x-wiki The Mother of all Deities a71e9ce6d503f3d52045d34d7a35f71e3272872d File:Huetzes.jpg 6 15 40 2023-09-02T16:42:50Z Who's Jellies? 2 wikitext text/x-wiki Goddess of War 837c3d60a03de061c027d3525b86a1d57a43a737 Huetzes 0 16 42 2023-09-02T17:03:21Z Who's Jellies? 2 Created page with "[[File:Huetzes.jpg|thumb|right|The Fierce Goddess of War and Fire]] The Goddess of War, Honor and Fire. In the turbulent [[Empire|The Empire]], sacrifices and ceremonies dedicated to Huetzes never cease to continue. If there is no one outside of" wikitext text/x-wiki [[File:Huetzes.jpg|thumb|right|The Fierce Goddess of War and Fire]] The Goddess of War, Honor and Fire. In the turbulent [[Empire|The Empire]], sacrifices and ceremonies dedicated to Huetzes never cease to continue. If there is no one outside of 93922524aea743f38a7df358d66d20f7daed961a 43 42 2023-09-02T17:03:54Z Who's Jellies? 2 wikitext text/x-wiki [[File:Huetzes.jpg|thumb|right|The Fierce Goddess of War and Fire]] The Goddess of War, Honor and Fire. In the turbulent [[The Empire|Empire]], sacrifices and ceremonies dedicated to Huetzes never cease to continue. If there is no one outside of 24100f4ad0765010251e4af639d1e505c57f5878 44 43 2023-09-02T17:36:45Z Who's Jellies? 2 wikitext text/x-wiki [[File:Huetzes.jpg|thumb|right|The Fierce Goddess of War and Fire]] The Goddess of War, Honor and Fire. Ever since [[Nosirus|Nosirus']] disappearance, sacrifices and ceremonies dedicated to Huetzes never ceased to continue. If there is no one outside of the borders to wage war with, the subjects of the [[Empress Liviana|Empress]] fight eachother. It is as if the Goddess has lost a conscience to guide her. The Empress has dedicated resources to discover a newly discovered landmass to keep the population from infighting. Expeditions like these tend to unify. However, the army has grown so unruly, the Empress has ordered [[the Guild]] to lead this expedition. According to the more whimsical myths, Huetzes has a crush on [[Thethme]], who is deadly afraid of her. a02d12acb9b56b405abdd1505ab251cfd5f7bb1b Games 0 17 46 2023-09-02T19:56:18Z Who's Jellies? 2 Created page with "[[Guild Legacy]]" wikitext text/x-wiki [[Guild Legacy]] 1d70fa3374f2334f11e829fcfe5a78019d14cdb8 File:Empress Liviana.jpg 6 18 47 2023-09-02T20:02:43Z Who's Jellies? 2 wikitext text/x-wiki The Monarch of the Eternal Empire. 114688df4ebf4f2966e81ae4bf8704a7e80f0182 Empress Liviana 0 19 48 2023-09-02T20:03:19Z Who's Jellies? 2 Created page with "[[File:Empress Liviana.jpg|thumb|The Monarch of [[the Eternal Empire]]]]" wikitext text/x-wiki [[File:Empress Liviana.jpg|thumb|The Monarch of [[the Eternal Empire]]]] 7c416d0cbfa664cabec55c2961c7d947f12c0c75 File:Orfeo de la Musa.jpg 6 20 49 2023-09-02T20:37:06Z Who's Jellies? 2 wikitext text/x-wiki Orfeo de la Musa 40cb4a4bb9a23d7419e3bfe8473e5a7fd900bcf9 Orfeo de la Musa 0 21 50 2023-09-02T20:37:38Z Who's Jellies? 2 Created page with "[[File:Orfeo de la Musa.jpg|thumb|right|The Superstar Bard]] This enchanting superstar bard has mobilized his fans to do whatever he pleases. They would literally die for him. Legend has it that Orfeo's playing is so enrapturing, every creature that hears it will be bound to his command. The debaucheries he and his followers participate in are unequalled in scope and offensiveness. Yet, many seem to want nothing else than to be washed away in the complete extasy that ac..." wikitext text/x-wiki [[File:Orfeo de la Musa.jpg|thumb|right|The Superstar Bard]] This enchanting superstar bard has mobilized his fans to do whatever he pleases. They would literally die for him. Legend has it that Orfeo's playing is so enrapturing, every creature that hears it will be bound to his command. The debaucheries he and his followers participate in are unequalled in scope and offensiveness. Yet, many seem to want nothing else than to be washed away in the complete extasy that accompanies Orfeo's festivities. Whispers make the rounds that the only person Orfeo is afraid of, is his mother. All his concerts are dedicated to her. She is the one who mercilessly drilled him to become the person he is now. Desperate for her attention and love, everything he does, is ultimately for her. 4f5d67057a0fd96e7bfd2cd9db082bc6ef1e503f File:Lord Echek 2.jpg 6 22 51 2023-09-02T20:40:17Z Who's Jellies? 2 wikitext text/x-wiki Lord Echek ccd855d34f5807b5aa002491d70b818879c65043 Lord Echek 0 23 52 2023-09-02T20:40:46Z Who's Jellies? 2 Created page with "[[File:Lord Echek 2.jpg|thumb|right|The Menace from the Plains]]" wikitext text/x-wiki [[File:Lord Echek 2.jpg|thumb|right|The Menace from the Plains]] a8907fce9378f6ebaec7b20fc0ea50f99d6e0412 File:Syren.jpg 6 24 53 2023-09-02T20:53:39Z Who's Jellies? 2 wikitext text/x-wiki Syren 8c724547be1c567512c7d5a92f4e1937d55f7f6a Syren of Arx Cordix 0 5 54 10 2023-09-02T20:53:59Z Who's Jellies? 2 wikitext text/x-wiki [[File:Syren.jpg|thumb|right|Syren of Arx Cordix]] Raised in the secluded world of [[the Aennea]], Syren is sensitive and rather naive. However, he is incredibly gifted in manipulating [[the Field]]. Because he has been completely indoctrinated by the teachings of [[the Order]], Syren is almost the perfect Aennea: proud of his culture and role, eager to learn, and disciplined. He was raised within the Order, just like all the other Aennea. What is normal for Aennea is that parents are stationed elsewhere. His mentor serves as his father, while the Empress has a special fondness for him. Despite his pride, Syren is a curious young man. He is immensely fascinated by people. He seems to struggle with waiting for the Order to choose a suitable partner for him. Although the "normal world" has always appeared repulsive to him, he is also greatly fascinated by it. The daily meditations that immerse all Aennea in the Field time and time again to stay close to the teachings, are essential for Syren to prevent his weaknesses from spiraling out of control. He is grateful that this allows him to stay on the right path. deac2e6c7ade4f30d2953e06c9cfcaaba5d02059 55 54 2023-09-02T21:30:52Z Who's Jellies? 2 wikitext text/x-wiki [[File:Syren.jpg|thumb|right|Syren of Arx Cordix]] Raised in the secluded world of [[the Aennea]], Syren is sensitive and rather naive. However, he is incredibly gifted in manipulating [[the Field]]. Because he has been completely indoctrinated by the teachings of [[the Order]], Syren is almost the perfect Aennea: proud of his culture and role, eager to learn, and disciplined. He was raised within the Order, just like all the other Aennea. What is normal for Aennea is that parents are stationed elsewhere. His mentor serves as his father, while [[Empress Liviana|the Empress]] has a special fondness for him. Despite his pride, Syren is a curious young man. He is immensely fascinated by people. He seems to struggle with waiting for the Order to choose a suitable partner for him. Although the "normal world" has always appeared repulsive to him, he is also greatly fascinated by it. The daily meditations that immerse all Aennea in the Field time and time again to stay close to the teachings, are essential for Syren to prevent his weaknesses from spiraling out of control. He is grateful that this allows him to stay on the right path. cca888b6cf1a803b7d78e236221fa668731b5d89 File:TdGg4LcrIPP7I45iZtF3--1--g529w.jpg 6 25 56 2023-09-02T21:32:42Z Who's Jellies? 2 wikitext text/x-wiki Portrait of the Empress 40cce6fb95e215d3d90529e780c5ffb772b5b23e Empress Liviana 0 19 57 48 2023-09-02T21:32:52Z Who's Jellies? 2 wikitext text/x-wiki [[File:TdGg4LcrIPP7I45iZtF3--1--g529w.jpg|thumb|The Empress]] 2bca2b9376ddb322006ffb9f8c493ce371ba4c7a File:The Architect.jpg 6 26 58 2023-09-02T21:48:07Z Who's Jellies? 2 wikitext text/x-wiki The Architect 19baea368d3a03cbc7c353e9f77884670214eae6 The Architect 0 9 59 21 2023-09-02T21:48:30Z Who's Jellies? 2 wikitext text/x-wiki [[File:The Architect.jpg|thumb|right|Artistic impression of the Architect]] The Supreme Creator of the universe who exists outside of time and space. Theologists muse that [[Fraena]] is a split part of His mind, and the medium through which we experience the Creation. da3fcd941e047b420bfbbe35829cfaaae39c640d 72 59 2023-09-03T14:21:27Z Who's Jellies? 2 wikitext text/x-wiki [[File:Godhead3.jpg|thumb|right|Artistic rendition of the Architect]] The Supreme Creator of the universe who exists outside of time and space. The Architect encompasses and unites all polarities within Himself, including male and female. For the sake of convenience, the Architect is referred to as male. Theologists muse that [[Fraena]] is a split part of His mind, and the medium through which we experience the Creation. The Holy Texts foretell that Fraena will devour the Universe in the End Times, so all of Creation may return to the Architect. Then, the cycle will start anew. 11a07820e330a4e3af6d3e7782bac2ae5aa98392 Deities 0 6 60 41 2023-09-03T09:11:18Z Who's Jellies? 2 wikitext text/x-wiki === Notable Deities === [[Nosirus]], God of Fertility, Trade, Statecraft and Earth. [[Fraena]], Goddess of Love, Beauty, Art and Water. [[Thethme]], God of Knowledge, Wisdom, Magic and the Skies. [[Huetzes]], Goddess of War, Honor, Courage and Fire. [[Inanna]], the locked away daughter of Fraena. [[The Architect]], Creator of the Universe. eaac68c92a59b571b288793485cad50f9619ed1b Nosirus 0 11 61 37 2023-09-03T09:12:37Z Who's Jellies? 2 wikitext text/x-wiki [[File:Nosirus.jpg|thumb|right|The Vanished God]] The Vanished God. So named because his priests and oracles no longer perceive anything from him in their vision quests. Nosirus' presence is still strong enough to bestow blessings of harvest and good rule, but the absence is slowly seeping into earthly reality. Nosirus was the one who created automatons of flesh and blood to maintain Creation. [[Thethme]] endowed them with consciousness out of curiosity. This is how humanity was created. Not all gods were equally pleased with this development. In [[the Holy Texts]], it is written that Nosirus incarnated among humans in a dangerous time of many changes to bring structure and hope to their society. This incarnation marked the beginning of [[The Empire|the Imperial Family]]. 652bb8519f8c784c07e9c77fa0e60a579dbe2bb6 62 61 2023-09-03T09:13:56Z Who's Jellies? 2 wikitext text/x-wiki [[File:Nosirus.jpg|thumb|right|The Vanished God]] The Vanished God. So named because his priests and oracles no longer perceive anything from him in their vision quests. Nosirus' presence is still strong enough to bestow blessings of harvest and good rule, but the absence is slowly seeping into earthly reality. The blessings arrive further and further apart. Nosirus was the one who created automatons of flesh and blood to maintain Creation. [[Thethme]] endowed them with consciousness out of curiosity. This is how humanity was created. Not all gods were equally pleased with this development. In [[the Holy Texts]], it is written that Nosirus incarnated among humans in a dangerous time of many changes to bring structure and hope to their society. This incarnation marked the beginning of [[The Empire|the Imperial Family]]. 54c43f5e9ef9e4378c291a439f351a23de2e444c 63 62 2023-09-03T09:20:13Z Who's Jellies? 2 wikitext text/x-wiki [[File:Nosirus.jpg|thumb|right|The Vanished God]] The Vanished God. So named because his priests and oracles no longer perceive anything from him in their vision quests. Nosirus' presence is still strong enough to bestow blessings of harvest and good rule, but the absence is slowly seeping into earthly reality. The blessings arrive further and further apart. Nosirus is the de-facto ruler of the other [[Deities|Gods]]. His leadership acts as the central conscience of all other Deities. In the myths, divine disputes are settled peacefully in Nosirus' court. When the Gods have to do without him, they start scheming and plotting. The Pantheon thus loses its cohesion, with disastrous results. Nosirus was the one who created automatons of flesh and blood to maintain Creation. [[Thethme]] endowed them with consciousness out of curiosity. This is how humanity was created. Not all gods were equally pleased with this development. In [[the Holy Texts]], it is written that Nosirus incarnated among humans in a dangerous time of many changes to bring structure and hope to their society. This incarnation marked the beginning of [[The Empire|the Imperial Family]]. 1678f38b0b87d894e71694865580d59d1895071d 64 63 2023-09-03T09:44:16Z Who's Jellies? 2 wikitext text/x-wiki [[File:Nosirus.jpg|thumb|right|The Vanished God]] The Vanished God. So named because his priests and oracles no longer perceive anything from him in their vision quests. Nosirus' presence is still strong enough to bestow blessings of harvest and good rule, but the absence is slowly seeping into earthly reality. The blessings arrive further and further apart. Nosirus is the de-facto ruler of the other [[Deities|Gods]]. His leadership acts as the central conscience of all other Deities. In the myths, divine disputes are settled peacefully in Nosirus' court. When the Gods have to do without him, they start scheming and plotting. The Pantheon thus loses its cohesion, with disastrous results. The only one who regularly goes against his commands is [[Freana]]. Even Nosirus will comply to her wishes. Nosirus was the one who created automatons of flesh and blood to maintain Creation. [[Thethme]] endowed them with consciousness out of curiosity. This is how humanity was created. Not all gods were equally pleased with this development. In [[the Holy Texts]], it is written that Nosirus incarnated among humans in a dangerous time of many changes to bring structure and hope to their society. This incarnation marked the beginning of [[The Empire|the Imperial Family]]. 2fc8e1a71d2f2d35c58d4ef2c47b2e4dc52a32d0 65 64 2023-09-03T09:44:38Z Who's Jellies? 2 wikitext text/x-wiki [[File:Nosirus.jpg|thumb|right|The Vanished God]] The Vanished God. So named because his priests and oracles no longer perceive anything from him in their vision quests. Nosirus' presence is still strong enough to bestow blessings of harvest and good rule, but the absence is slowly seeping into earthly reality. The blessings arrive further and further apart. Nosirus is the de-facto ruler of the other [[Deities|Gods]]. His leadership acts as the central conscience of all other Deities. In the myths, divine disputes are settled peacefully in Nosirus' court. When the Gods have to do without him, they start scheming and plotting. The Pantheon thus loses its cohesion, with disastrous results. The only one who regularly goes against his commands is [[Fraena]]. Even Nosirus will comply to her wishes. Nosirus was the one who created automatons of flesh and blood to maintain Creation. [[Thethme]] endowed them with consciousness out of curiosity. This is how humanity was created. Not all gods were equally pleased with this development. In [[the Holy Texts]], it is written that Nosirus incarnated among humans in a dangerous time of many changes to bring structure and hope to their society. This incarnation marked the beginning of [[The Empire|the Imperial Family]]. 18d68844398396d705381526e842e31472c55289 File:Tara4.jpg 6 27 66 2023-09-03T14:01:13Z Who's Jellies? 2 wikitext text/x-wiki The Green Goddess Tara f8e45f4ecf54614c01ef1d3ed06e69022672dfd3 Inanna 0 28 67 2023-09-03T14:02:10Z Who's Jellies? 2 Created page with "[[File:Tara4.jpg|thumb|right|Allegedly, Inanna's beauty is unequalled.]]" wikitext text/x-wiki [[File:Tara4.jpg|thumb|right|Allegedly, Inanna's beauty is unequalled.]] d8afc5cba706c1b489cc7b497f28a08911501653 69 67 2023-09-03T14:10:31Z Who's Jellies? 2 wikitext text/x-wiki [[File:Inanna2.jpg|thumb|right|Inanna's beauty is unequalled]] The youngest Daughter of [[Fraena]]. According to the myth of the Locked Away Daughter, Fraena was jealous of Inanna's supreme beauty and kindness. Therefore, she locked her away in a pocket dimension behind a seal. However, Inanna's joy for life caused the 9d7495f685f5007d57b182246a89376037663a24 70 69 2023-09-03T14:11:52Z Who's Jellies? 2 wikitext text/x-wiki [[File:Inanna2.jpg|thumb|right|Inanna's beauty is unequalled]] The youngest Daughter of [[Fraena]]. According to the myth of the Locked Away Daughter, Fraena was jealous of Inanna's supreme beauty and kindness. Therefore, she locked her away in a pocket dimension behind a magical seal. However, Inanna's joy for life caused the magical seal to transform into the planet we now inhabit. 88a901f057ca4353dd6e5af63ec55644d368519a File:Inanna2.jpg 6 29 68 2023-09-03T14:10:10Z Who's Jellies? 2 wikitext text/x-wiki Inanna smiling a3887c0dc8b34168ac9c5cd3a364947f8170ea07 File:Godhead3.jpg 6 30 71 2023-09-03T14:14:22Z Who's Jellies? 2 wikitext text/x-wiki rendition of the godhead 7b979f2a9d8c41a1bd21bda720e2e6808ac9ed9b The Empire 0 31 73 2023-09-03T19:02:07Z Who's Jellies? 2 Created page with "== The Imperial Family == == Religion == Religion is central to the governance of the Empire. Every [[Deities|Deity]] has its own specialized branch of politics attached to it. For example, [[Huetzes]]' Temple functions as the Ministery of War, and the Imperial Palace doubles as a temple dedicated to [[Nosirus]]." wikitext text/x-wiki == The Imperial Family == == Religion == Religion is central to the governance of the Empire. Every [[Deities|Deity]] has its own specialized branch of politics attached to it. For example, [[Huetzes]]' Temple functions as the Ministery of War, and the Imperial Palace doubles as a temple dedicated to [[Nosirus]]. 77f1c52a91e2be0ab50f92520566c3138b072779 74 73 2023-09-03T19:07:59Z Who's Jellies? 2 /* Religion */ wikitext text/x-wiki == The Imperial Family == == Religion == Religion is central to the governance of the Empire. Every [[Deities|Deity]] has its own specialized branch of politics attached to it. For example, [[Huetzes]]' Temple functions as the Ministery of War, and the Imperial Palace doubles as a temple dedicated to [[Nosirus]]. [[The Aenea]] are a special case, because [[Thethme|their patron God]] advises all Deities who desire so. However, it could be said that the Great Library, home to the Aennea [[The Order|Order]], is basically equal to a Temple. 6fb59847ea047648b09508e3632c82e189af7ec4 75 74 2023-09-03T19:08:21Z Who's Jellies? 2 wikitext text/x-wiki == The Imperial Family == == Religion == Religion is central to the governance of the Empire. Every [[Deities|Deity]] has its own specialized branch of politics attached to it. For example, [[Huetzes]]' Temple functions as the Ministery of War, and the Imperial Palace doubles as a temple dedicated to [[Nosirus]]. [[The Aennea]] are a special case, because [[Thethme|their patron God]] advises all Deities who desire so. However, it could be said that the Great Library, home to the Aennea [[The Order|Order]], is basically equal to a Temple. 396fc4a8b359e3a181c2533920143b5c58be63d6 File:Evil aennea.jpg 6 32 76 2023-09-03T22:48:15Z Who's Jellies? 2 wikitext text/x-wiki Lord Herad Chilling ee26693b47d8a5c25cd0119c02b11a44c0b1153b Herad of Paluscura 0 33 77 2023-09-03T22:48:49Z Who's Jellies? 2 Created page with "[[File:Evil aennea.jpg|thumb|right|Herad pondering]]" wikitext text/x-wiki [[File:Evil aennea.jpg|thumb|right|Herad pondering]] 15757f4e218ad90af60e196e69ff6694b8a03467 File:Library temple.jpg 6 34 78 2023-09-03T22:50:52Z Who's Jellies? 2 wikitext text/x-wiki The Library Temple of Thethme af272b41279a00d36687d21b4a14cc07b4017a2f The Aennea 0 3 79 9 2023-09-03T22:51:29Z Who's Jellies? 2 wikitext text/x-wiki [[File:Library temple.jpg|thumb|right|The home of the Aennea, the Grand Library]] Also called the Children of [[Thethme]]. According to the myths, the God of Knowledge created them to serve as consultants to [[the Imperial family]]. Aennea are all linked together in a hivemind. Some Aennea reside completely within this hivemind, known as "[[the Field]]". Their bodies remain in deep meditation with an incredibly low metabolism. From this position, they assist the Aennea who are more active in the world. Worldly Aennea are often younger. They hold positions in organizations where their gifts of [[Sight]] are best utilized. Anyone who signs a blood contract with an Aennea allows them to enter their mind for certain tasks. When an individual is assisted in this way (given Sight), they become much more aware of their surroundings. Their reflexes become faster, and they store more information. Aennea have their own society and culture. As children of Thethme, they are focused on gathering and disseminating knowledge. Most organizations run by Aennea are of a scientific, philosophical, or religious nature. However, there is one branch within their order that takes a more militant path. This is called [[the Adventurers Guild]], or simply the Guild. The Guild is the only Aennea organization that employs violence. It is set up to gather data on strategies and methods in combat of various creatures and cultures. The remains of the losing party are converted on-site into the all-encompassing resource known as [[Essence]]. Essence is the ethereal basis of all minerals and organic life forms, which can be manipulated to form building materials for any purpose. To prevent the Guild from oppressing the population, it is structured in such a way that [[membership]] is voluntary. Blood contracts do not work under any form of coercion. Therefore, the local population determines whether the Guild grows or shrinks. Furthermore, Guild members themselves decide whether to accept a bounty or not. Aennea are particularly sensitive. They tend towards introversion and greatly value peace and regularity. However, this sensitivity does not mean they are weak! They have a strong sense of justice. They excel in the more ethereal realms of knowledge but can be somewhat naive in more grounded matters. This is why it is not uncommon for them to seek [[advisors]] on matters as politics or trade. They only marry under the supervision of their [[Order]]. The Order attempts to cross the most potent lines of genes to produce the most powerful Aennea. The worst fate that can befall an Aennea is to be cut off from the Field for an extended period. Away from the Field, mental aberrations can arise that are detrimental to the structure and stability of the Order. Aennea who are isolated from the Field are called [[Rogue Minds]]. The bounties placed on Rogue Minds by the Guild are among the highest available. ==== Notable Aennea ==== [[Syren of Arx Cordix]] [[Syren's Mentor]] [[Herad of Paluscura]] d38fc24da47eb211d9ec065f861d19c1b3fce299 Games 0 17 80 46 2023-09-04T09:11:33Z Who's Jellies? 2 wikitext text/x-wiki [[Guild Legends]] ed10fba633bae8081fd7aa8a153712481d3fa830 Guild Legends 0 35 81 2023-09-04T09:49:39Z Who's Jellies? 2 Created page with "== Plot == The Empire is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an [[Inanna|mysterious Goddess]], she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, domin..." wikitext text/x-wiki == Plot == The Empire is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an [[Inanna|mysterious Goddess]], she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single, unwitting organization: The Guild. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. 7173823a947e278af6e693186069d1cc6e83fd4e 84 81 2023-09-04T10:13:14Z Who's Jellies? 2 wikitext text/x-wiki == Plot == The Empire is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an [[Inanna|mysterious Goddess]], she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. a0ada572aaecae7901f8b01c5a18aa8bee9ead49 87 84 2023-09-04T10:24:50Z Who's Jellies? 2 wikitext text/x-wiki == Plot == The Empire is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. While the Imperial party settles on the Island, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the Aennea lose contact with their hivemind, [[the Field]]. Submersion in the Field was the main thing that prevented Syren from succumbing to his vices. At night, everyone starts having dreams of a beautiful, otherworldly woman, who beckons the dreamers deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, three menacing lords make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. 559bae1921a86034a0c08807b24499863d5ab03b 88 87 2023-09-04T10:26:45Z Who's Jellies? 2 wikitext text/x-wiki [[File:The Iron spire 3.jpg|thumb|right|The Spire beckons...]] == Plot == The Empire is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. While the Imperial party settles on the Island, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the Aennea lose contact with their hivemind, [[the Field]]. Submersion in the Field was the main thing that prevented Syren from succumbing to his vices. At night, everyone starts having dreams of a beautiful, otherworldly woman, who beckons the dreamers deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, three menacing lords make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. 3b27eefdb29cf7faf67d31c87a5fe3f2dc8de038 89 88 2023-09-04T10:32:14Z Who's Jellies? 2 wikitext text/x-wiki [[File:The Iron spire 3.jpg|thumb|right|The Spire beckons...]] == Plot == The Empire is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. In order to prevent the Guild from becoming an oppressive power in the hands of the Aennea, its members remain independent. Quests are based on commissions, which local Adventurers are free to accept or decline. While the Imperial party settles on the Island, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the Aennea lose contact with their hivemind, [[the Field]]. Submersion in the Field was the main thing that prevented Syren from succumbing to his vices. At night, everyone starts having dreams of a beautiful, otherworldly woman, who beckons the dreamers deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, three menacing lords make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. Syren and his allies are now up to the task to protect the inhabitants of the Imperial settlements f1234d70fbc1bf849a66716baab1a797a3737fdb 90 89 2023-09-04T10:32:36Z Who's Jellies? 2 wikitext text/x-wiki [[File:The Iron spire 3.jpg|thumb|right|The Spire beckons...]] == Plot == [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. In order to prevent the Guild from becoming an oppressive power in the hands of the Aennea, its members remain independent. Quests are based on commissions, which local Adventurers are free to accept or decline. While the Imperial party settles on the Island, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the Aennea lose contact with their hivemind, [[the Field]]. Submersion in the Field was the main thing that prevented Syren from succumbing to his vices. At night, everyone starts having dreams of a beautiful, otherworldly woman, who beckons the dreamers deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, three menacing lords make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. Syren and his allies are now up to the task to protect the inhabitants of the Imperial settlements 3e28ab274289ce0308ca8bfe874abecd58cfebe8 91 90 2023-09-05T08:11:44Z Who's Jellies? 2 /* Plot */ wikitext text/x-wiki [[File:The Iron spire 3.jpg|thumb|right|The Spire beckons...]] == Plot == [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. In order to prevent the Guild from becoming an oppressive power in the hands of the Aennea, its members remain independent. Quests are based on commissions, which local Adventurers are free to accept or decline. While the Imperial party settles on the Island, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the Aennea lose contact with their hivemind, [[the Field]]. Submersion in the Field was the main thing that prevented Syren from succumbing to his vices. At night, everyone starts having dreams of a beautiful, otherworldly woman, who beckons the dreamers deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, three menacing lords make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. Syren and his allies are now up to the task to protect the inhabitants of the settlements, and settle the fate of the Empire. 4de99c442e0c0e5e7ff81a0a067704457a172a61 93 91 2023-09-05T09:29:36Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] == Plot == Why: The Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of the priests. Ever since, corruption and civil unrest run rampant under the rule of [[the Empress]]. How: What: == Old draft: Plot == [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. In order to prevent the Guild from becoming an oppressive power in the hands of the Aennea, its members remain independent. Quests are based on commissions, which local Adventurers are free to accept or decline. While the Imperial party settles on the Island, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the Aennea lose contact with their hivemind, [[the Field]]. Submersion in the Field was the main thing that prevented Syren from succumbing to his vices. At night, everyone starts having dreams of a beautiful, otherworldly woman, who beckons the dreamers deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, three menacing lords make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. Syren and his allies are now up to the task to protect the inhabitants of the settlements, and settle the fate of the Empire. 0a1f9c6ff665161f541e8d3e49e71f4427be5e1e 94 93 2023-09-05T09:55:24Z Who's Jellies? 2 /* Plot */ wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] == Plot == The Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, corruption and civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege, so bear with me. With her great Divine Spark, Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered Frontier Island (imaginative name, I know) hold a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, often simply called: The Guild, is an organization set up by the psychics called [[the Aennea]]. What: == Old draft: Plot == [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. In order to prevent the Guild from becoming an oppressive power in the hands of the Aennea, its members remain independent. Quests are based on commissions, which local Adventurers are free to accept or decline. While the Imperial party settles on the Island, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the Aennea lose contact with their hivemind, [[the Field]]. Submersion in the Field was the main thing that prevented Syren from succumbing to his vices. At night, everyone starts having dreams of a beautiful, otherworldly woman, who beckons the dreamers deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, three menacing lords make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. Syren and his allies are now up to the task to protect the inhabitants of the settlements, and settle the fate of the Empire. eb37a867c129601d7b0bb0b5b9e1d6dc031d1bdb 95 94 2023-09-05T10:58:35Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] == Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) hold a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to embolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your tastes, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they die, taking their bits and baubles, while hoping something doesn't kill you first. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in a private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cortix]] and his mentor. What: == Old draft: Plot == [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. In order to prevent the Guild from becoming an oppressive power in the hands of the Aennea, its members remain independent. Quests are based on commissions, which local Adventurers are free to accept or decline. While the Imperial party settles on the Island, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the Aennea lose contact with their hivemind, [[the Field]]. Submersion in the Field was the main thing that prevented Syren from succumbing to his vices. At night, everyone starts having dreams of a beautiful, otherworldly woman, who beckons the dreamers deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, three menacing lords make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. Syren and his allies are now up to the task to protect the inhabitants of the settlements, and settle the fate of the Empire. c898194500daa094c4f4ed0d39bb61e91e85e04f 96 95 2023-09-05T10:59:37Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] == Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) hold a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to embolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your tastes, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they die, taking their bits and baubles, while hoping something doesn't kill you first. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in a private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. What: == Old draft: Plot == [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. In order to prevent the Guild from becoming an oppressive power in the hands of the Aennea, its members remain independent. Quests are based on commissions, which local Adventurers are free to accept or decline. While the Imperial party settles on the Island, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the Aennea lose contact with their hivemind, [[the Field]]. Submersion in the Field was the main thing that prevented Syren from succumbing to his vices. At night, everyone starts having dreams of a beautiful, otherworldly woman, who beckons the dreamers deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, three menacing lords make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. Syren and his allies are now up to the task to protect the inhabitants of the settlements, and settle the fate of the Empire. c81c79770092733a45238add693f15aa6b3c3109 97 96 2023-09-05T11:00:08Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] == Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) hold a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to embolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your tastes, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they die, taking their bits and baubles, while hoping something doesn't kill you first. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. What: == Old draft: Plot == [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. In order to prevent the Guild from becoming an oppressive power in the hands of the Aennea, its members remain independent. Quests are based on commissions, which local Adventurers are free to accept or decline. While the Imperial party settles on the Island, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the Aennea lose contact with their hivemind, [[the Field]]. Submersion in the Field was the main thing that prevented Syren from succumbing to his vices. At night, everyone starts having dreams of a beautiful, otherworldly woman, who beckons the dreamers deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, three menacing lords make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. Syren and his allies are now up to the task to protect the inhabitants of the settlements, and settle the fate of the Empire. 6fa4cb742f3bf2669e0e81cd17af565a2e2283a7 98 97 2023-09-05T11:00:58Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] == Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) hold a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to embolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your tastes, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they die, taking their bits and baubles, while hoping something doesn't kill you first. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. == Old draft: Plot == [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. In order to prevent the Guild from becoming an oppressive power in the hands of the Aennea, its members remain independent. Quests are based on commissions, which local Adventurers are free to accept or decline. While the Imperial party settles on the Island, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the Aennea lose contact with their hivemind, [[the Field]]. Submersion in the Field was the main thing that prevented Syren from succumbing to his vices. At night, everyone starts having dreams of a beautiful, otherworldly woman, who beckons the dreamers deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, three menacing lords make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. Syren and his allies are now up to the task to protect the inhabitants of the settlements, and settle the fate of the Empire. d6428196c7fb780c7a08460a8dbaa2c04186879d 99 98 2023-09-05T12:03:04Z Who's Jellies? 2 /* Plot */ wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] == Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) hold a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your tastes, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receive an uttering of gratitude from a illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. == Old draft: Plot == [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. In order to prevent the Guild from becoming an oppressive power in the hands of the Aennea, its members remain independent. Quests are based on commissions, which local Adventurers are free to accept or decline. While the Imperial party settles on the Island, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the Aennea lose contact with their hivemind, [[the Field]]. Submersion in the Field was the main thing that prevented Syren from succumbing to his vices. At night, everyone starts having dreams of a beautiful, otherworldly woman, who beckons the dreamers deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, three menacing lords make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. Syren and his allies are now up to the task to protect the inhabitants of the settlements, and settle the fate of the Empire. 7dfae027195a031bdcf774618bb719bbd30f2d1a 100 99 2023-09-05T12:04:43Z Who's Jellies? 2 /* Plot */ wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] == Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) hold a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. == Old draft: Plot == [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. In order to prevent the Guild from becoming an oppressive power in the hands of the Aennea, its members remain independent. Quests are based on commissions, which local Adventurers are free to accept or decline. While the Imperial party settles on the Island, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the Aennea lose contact with their hivemind, [[the Field]]. Submersion in the Field was the main thing that prevented Syren from succumbing to his vices. At night, everyone starts having dreams of a beautiful, otherworldly woman, who beckons the dreamers deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, three menacing lords make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. Syren and his allies are now up to the task to protect the inhabitants of the settlements, and settle the fate of the Empire. c80ebed026ca14983b12c1dca2d0f729a87538ec File:Paole drip 3.jpg 6 36 82 2023-09-04T09:57:57Z Who's Jellies? 2 wikitext text/x-wiki Paole showing off his Drip d9b551ab30356a6054cf805ccbadf502e6f3536d Paole Aolice 0 37 83 2023-09-04T09:58:20Z Who's Jellies? 2 Created page with "[[File:Paole drip 3.jpg|thumb|right|The ever immaculately dressed Paole Aolice]]" wikitext text/x-wiki [[File:Paole drip 3.jpg|thumb|right|The ever immaculately dressed Paole Aolice]] 1af57c6adc791edb12aa2cccd0e512458b91c090 File:The Iron spire 3.jpg 6 38 85 2023-09-04T10:13:59Z Who's Jellies? 2 wikitext text/x-wiki The Iron Spire 278b54caaeb0d6e5cc7793a874e2012ec84bbf64 Frontier Island 0 39 86 2023-09-04T10:14:45Z Who's Jellies? 2 Created page with "[[File:The Iron spire 3.jpg|thumb|right|The mysterious mountain that dominates the island. Locals call it 'the Iron Spire'.]]" wikitext text/x-wiki [[File:The Iron spire 3.jpg|thumb|right|The mysterious mountain that dominates the island. Locals call it 'the Iron Spire'.]] 312da51e29ab1e175f801a3088b1b4e24ce9b7b5 File:Iron spire 2.jpg 6 40 92 2023-09-05T09:29:20Z Who's Jellies? 2 wikitext text/x-wiki The Spire reaching into the Heavens 804be320be4c35190d2d04834c31b2e255aad0c9 Guild Legends 0 35 101 100 2023-09-05T21:44:37Z Drawazi 3 /* Plot */ wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] == Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) holds a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. == Old draft: Plot == [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. In order to prevent the Guild from becoming an oppressive power in the hands of the Aennea, its members remain independent. Quests are based on commissions, which local Adventurers are free to accept or decline. While the Imperial party settles on the Island, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the Aennea lose contact with their hivemind, [[the Field]]. Submersion in the Field was the main thing that prevented Syren from succumbing to his vices. At night, everyone starts having dreams of a beautiful, otherworldly woman, who beckons the dreamers deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, three menacing lords make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. Syren and his allies are now up to the task to protect the inhabitants of the settlements, and settle the fate of the Empire. 0030eaf7c8dbe75106df2607717cc2084f332dc9 102 101 2023-09-06T09:07:23Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] == Comedy draft: Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) holds a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. == Old draft: Plot == [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. In order to prevent the Guild from becoming an oppressive power in the hands of the Aennea, its members remain independent. Quests are based on commissions, which local Adventurers are free to accept or decline. While the Imperial party settles on the Island, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the Aennea lose contact with their hivemind, [[the Field]]. Submersion in the Field was the main thing that prevented Syren from succumbing to his vices. At night, everyone starts having dreams of a beautiful, otherworldly woman, who beckons the dreamers deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, three menacing lords make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. Syren and his allies are now up to the task to protect the inhabitants of the settlements, and settle the fate of the Empire. 001ab237b089f1057b65fd871341b6a23986eed0 106 102 2023-09-06T10:41:27Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] == Plot == [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to rally her people under. Inspired by nightly visions of an mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], [[Syren of Arx Cordix]] travels to the Island to learn the ropes of being a Guild Master. As he and his mentor belong to the psychic class of Imperials known as [[the Aennea]], Syren can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can even bolster the mental capacity of the Members of the Guild, so that they may border the supernatural. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. In order to prevent the Guild from becoming an oppressive power in the hands of the Aennea, its members remain independent. Quests are based on commissions, which local Adventurers are free to accept or decline. While the Imperial party settles on the Island, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the Aennea lose contact with their hivemind, [[the Field]]. Submersion in the Field was the main thing that prevented Syren from succumbing to his vices. At night, everyone starts having dreams of a beautiful, otherworldly woman, who beckons the dreamers deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, three menacing lords make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. Syren and his allies are now up to the task to protect the inhabitants of the settlements, and settle the fate of the Empire. == Comedy draft: Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) holds a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. 77cef35ac94cc315048b2afb6ddfcaa7aeb9fd82 109 106 2023-09-06T11:49:18Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] == Plot == [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to inspire her people. Inspired by nightly visions of a mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. However, not everyone is to be trusted. The only person Liviana has true faith in, is [[The Apprentice of Arx Cordix|the young Aennea from Arx Cortix]] who she raised as the child she never had. Although he is simply a Guildmaster in apprenticehood, his skill and dependableness are without question. At least, to the Empress... Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], the Empress' protege travels to the Island. As he and his mentor belong to the enigmatic class of Imperials known as [[the Aennea]], the young apprentice and his kind can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can bolster the mental and physical capacities of the Members of the Guild to miraculous heights. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. Some critical laymen question the morality of having someone look over your shoulder while in direct combat or exploring. Ex-Guild members wave such inquiries aside, however. Their explanation is that the fame, power and fortune their collaboration with the Guild has brought them was worth everything. Those who leave the Guild after a lifetime of adventuring often remain good friends with the Aennea that guided them. It has also been observed that those who work together with the Guild, end up as individuals with abilities far beyond those of the average inhabitant of the Empire. Joining a Guild is therefore considered highly desirable for those with an adventurous aptitude. Guildmembers remain independent in all of their decisions outside of combat. Quests are based on commissions, which local Adventurers are free to accept or decline. Enhancement of Guildmembers may only take place during direct combat. This prevents the Guild from becoming an oppressive power in the hands of the Aennea. While the Imperial party settles on the Island amidst other unwitting Guilds, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the local Aennea lose mainland contact with the hivemind, [[the Field]]. Connection with the Ancient Aennea in the Field was the main thing that prevented the young apprentice from succumbing to his vices. At night, he starts having dreams of a beautiful, otherworldly woman, who beckons the dreamer deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, three menacing lords make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. The apprentice and his allies are now up to the task to protect the inhabitants of the settlements, while keeping the Guild functioning and settle the fate of the Empire. == Comedy draft: Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) holds a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. 66aaa39edd9c158e2569701191b8a9bd6fdb0063 110 109 2023-09-06T11:51:00Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] == Plot == [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to inspire her people. Inspired by nightly visions of a mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. However, not everyone is to be trusted. The only person Liviana has true faith in, is [[The Apprentice of Arx Cordix|the young Aennea from Arx Cortix]] who she raised as the child she never had. Although he is simply a Guildmaster in apprenticehood, his skill and dependableness are without question. At least, to the Empress... Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], the Empress' protege travels to the Island. As he and his mentor belong to the enigmatic class of Imperials known as [[the Aennea]], the young apprentice and his kind can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can bolster the mental and physical capacities of the Members of the Guild to miraculous heights. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. Some critical laymen question the morality of having someone look over your shoulder while in direct combat or exploring. Ex-Guild members wave such inquiries aside, however. Their explanation is that the fame, power and fortune their collaboration with the Guild has brought them was worth everything. Those who leave the Guild after a lifetime of adventuring often remain good friends with the Aennea that guided them. It has also been observed that those who work together with the Guild, end up as individuals with abilities far beyond those of the average inhabitant of the Empire. Joining a Guild is therefore considered highly desirable for those with an adventurous aptitude. Guildmembers remain independent in all of their decisions outside of combat. Quests are based on commissions, which local Adventurers are free to accept or decline. Enhancement of Guildmembers may only take place during direct combat. This prevents the Guild from becoming an oppressive power in the hands of the Aennea. While the Imperial party settles on the Island amidst other unwitting Guilds, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the local Aennea lose mainland contact with the hivemind, [[the Field]]. Connection with the Ancient Aennea in the Field was the main thing that prevented the young apprentice from succumbing to his vices. At night, he starts having dreams of a beautiful, otherworldly woman, who beckons the dreamer deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, [[Lord Echek|three]] [[menacing|Orfeo de la Musa]] [[F'tuun the Eternal|lords]] make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. The apprentice and his allies are now up to the task to protect the inhabitants of the settlements, while keeping the Guild functioning and settle the fate of the Empire. == Comedy draft: Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) holds a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. 536a162af619906f905499dc8a0a87f25e84ea02 111 110 2023-09-06T11:51:41Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] == Plot == [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to inspire her people. Inspired by nightly visions of a mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. However, not everyone is to be trusted. The only person Liviana has true faith in, is [[The Apprentice of Arx Cordix|the young Aennea from Arx Cortix]] who she raised as the child she never had. Although he is simply a Guildmaster in apprenticehood, his skill and dependableness are without question. At least, to the Empress... Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], the Empress' protege travels to the Island. As he and his mentor belong to the enigmatic class of Imperials known as [[the Aennea]], the young apprentice and his kind can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can bolster the mental and physical capacities of the Members of the Guild to miraculous heights. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. Some critical laymen question the morality of having someone look over your shoulder while in direct combat or exploring. Ex-Guild members wave such inquiries aside, however. Their explanation is that the fame, power and fortune their collaboration with the Guild has brought them was worth everything. Those who leave the Guild after a lifetime of adventuring often remain good friends with the Aennea that guided them. It has also been observed that those who work together with the Guild, end up as individuals with abilities far beyond those of the average inhabitant of the Empire. Joining a Guild is therefore considered highly desirable for those with an adventurous aptitude. Guildmembers remain independent in all of their decisions outside of combat. Quests are based on commissions, which local Adventurers are free to accept or decline. Enhancement of Guildmembers may only take place during direct combat. This prevents the Guild from becoming an oppressive power in the hands of the Aennea. While the Imperial party settles on the Island amidst other unwitting Guilds, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the local Aennea lose mainland contact with the hivemind, [[the Field]]. Connection with the Ancient Aennea in the Field was the main thing that prevented the young apprentice from succumbing to his vices. At night, he starts having dreams of a beautiful, otherworldly woman, who beckons the dreamer deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, [[Lord Echek|three]] [[Orfeo de la Musa|terrifying]] [[F'tuun the Eternal|lords]] make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. The apprentice and his allies are now up to the task to protect the inhabitants of the settlements, while keeping the Guild functioning and settle the fate of the Empire. == Comedy draft: Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) holds a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. 91e15f309f1ad1e01a607f8f7bec970a4d2749e1 132 111 2023-09-11T11:11:04Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] == Plot == [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to inspire her people. Inspired by nightly visions of a mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. However, not everyone is to be trusted. The only person Liviana has true faith in, is [[The Apprentice of Arx Cordix|the young Aennea from Arx Cortix]] who she raised as the child she never had. Although he is simply a Guildmaster in apprenticehood, his skill and dependableness are without question. At least, to the Empress... Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], the Empress' protege travels to the Island. As he and his mentor belong to the enigmatic class of Imperials known as [[the Aennea]], the young apprentice and his kind can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can bolster the mental and physical capacities of the Members of the Guild to miraculous heights. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. Some critical laymen question the morality of having someone look over your shoulder while in direct combat or exploring. Ex-Guild members wave such inquiries aside, however. Their explanation is that the fame, power and fortune their collaboration with the Guild has brought them was worth everything. Those who leave the Guild after a lifetime of adventuring often remain good friends with the Aennea that guided them. It has also been observed that those who work together with the Guild, end up as individuals with abilities far beyond those of the average inhabitant of the Empire. Joining a Guild is therefore considered highly desirable for those with an adventurous aptitude. Guildmembers remain independent in all of their decisions outside of combat. Quests are based on commissions, which local Adventurers are free to accept or decline. Enhancement of Guildmembers may only take place during direct combat. This prevents the Guild from becoming an oppressive power in the hands of the Aennea. While the Imperial party settles on the Island amidst other unwitting Guilds, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the local Aennea lose mainland contact with the hivemind, [[the Field]]. Connection with the Ancient Aennea in the Field was the main thing that prevented the young apprentice from succumbing to his vices. At night, he starts having dreams of a beautiful, otherworldly woman, who beckons the dreamer deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, [[Lord Echek|three]] [[Orfeo de la Musa|terrifying]] [[F'tuun the Eternal|lords]] make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. The apprentice and his allies are now up to the task to protect the inhabitants of the settlements, while keeping the Guild functioning and settle the fate of the Empire. == Cutscenes == [[Cutscene 1: Rush to Frontier Island]] == Comedy draft: Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) holds a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. 70f8fb89dd0d5f131e131f86b245748a9bff407b 133 132 2023-09-11T11:13:48Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] = Plot = [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to inspire her people. Inspired by nightly visions of a mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. However, not everyone is to be trusted. The only person Liviana has true faith in, is [[The Apprentice of Arx Cordix|the young Aennea from Arx Cortix]] who she raised as the child she never had. Although he is simply a Guildmaster in apprenticehood, his skill and dependableness are without question. At least, to the Empress... Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], the Empress' protege travels to the Island. As he and his mentor belong to the enigmatic class of Imperials known as [[the Aennea]], the young apprentice and his kind can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can bolster the mental and physical capacities of the Members of the Guild to miraculous heights. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. Some critical laymen question the morality of having someone look over your shoulder while in direct combat or exploring. Ex-Guild members wave such inquiries aside, however. Their explanation is that the fame, power and fortune their collaboration with the Guild has brought them was worth everything. Those who leave the Guild after a lifetime of adventuring often remain good friends with the Aennea that guided them. It has also been observed that those who work together with the Guild, end up as individuals with abilities far beyond those of the average inhabitant of the Empire. Joining a Guild is therefore considered highly desirable for those with an adventurous aptitude. Guildmembers remain independent in all of their decisions outside of combat. Quests are based on commissions, which local Adventurers are free to accept or decline. Enhancement of Guildmembers may only take place during direct combat. This prevents the Guild from becoming an oppressive power in the hands of the Aennea. While the Imperial party settles on the Island amidst other unwitting Guilds, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the local Aennea lose mainland contact with the hivemind, [[the Field]]. Connection with the Ancient Aennea in the Field was the main thing that prevented the young apprentice from succumbing to his vices. At night, he starts having dreams of a beautiful, otherworldly woman, who beckons the dreamer deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, [[Lord Echek|three]] [[Orfeo de la Musa|terrifying]] [[F'tuun the Eternal|lords]] make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. The apprentice and his allies are now up to the task to protect the inhabitants of the settlements, while keeping the Guild functioning and settle the fate of the Empire. = Cutscenes = [[Cutscene 1: Rush to Frontier Island]] == Comedy draft: Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) holds a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. 533e544cb955ed8919b81324df18fbfc2205091c 150 133 2023-09-16T10:00:52Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] = Plot = [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to inspire her people. Inspired by nightly visions of a mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. However, not everyone is to be trusted. The only person Liviana has true faith in, is [[The Apprentice of Arx Cordix|the young Aennea from Arx Cortix]] who she raised as the child she never had. Although he is simply a Guildmaster in apprenticehood, his skill and dependableness are without question. At least, to the Empress... Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], the Empress' protege travels to the Island. As he and his mentor belong to the enigmatic class of Imperials known as [[the Aennea]], the young apprentice and his kind can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can bolster the mental and physical capacities of the Members of the Guild to miraculous heights. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. Some critical laymen question the morality of having someone look over your shoulder while in direct combat or exploring. Ex-Guild members wave such inquiries aside, however. Their explanation is that the fame, power and fortune their collaboration with the Guild has brought them was worth everything. Those who leave the Guild after a lifetime of adventuring often remain good friends with the Aennea that guided them. It has also been observed that those who work together with the Guild, end up as individuals with abilities far beyond those of the average inhabitant of the Empire. Joining a Guild is therefore considered highly desirable for those with an adventurous aptitude. Guildmembers remain independent in all of their decisions outside of combat. Quests are based on commissions, which local Adventurers are free to accept or decline. Enhancement of Guildmembers may only take place during direct combat. This prevents the Guild from becoming an oppressive power in the hands of the Aennea. While the Imperial party settles on the Island amidst other unwitting Guilds, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the local Aennea lose mainland contact with the hivemind, [[the Field]]. Connection with the Ancient Aennea in the Field was the main thing that prevented the young apprentice from succumbing to his vices. At night, he starts having dreams of a beautiful, otherworldly woman, who beckons the dreamer deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, [[Lord Echek|three]] [[Orfeo de la Musa|terrifying]] [[F'tuun the Eternal|lords]] make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. The apprentice and his allies are now up to the task to protect the inhabitants of the settlements, while keeping the Guild functioning and settle the fate of the Empire. = Cutscenes = [[Cutscene 1: Prologue: Rush to Frontier Island]] [[Cutscene: Chapter I: Welcome to Frontier Island]] == Comedy draft: Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) holds a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. a7ebc449c001ced06e2705e3e0f1439624b3d6ec Characters 0 4 103 14 2023-09-06T10:38:05Z Who's Jellies? 2 wikitext text/x-wiki [[The Young Guildmaster of Arx Cordix]] [[F'tuun the Eternal]] [[Orfeo de la Musa]] [[Lord Echek]] [[Herad of Paluscura]] [[Empress Liviana]] [[Paole Aolice]] 6b3a76590d739dfbd676352eaeedef981628d420 File:Ftuun2.jpg 6 41 104 2023-09-06T10:38:58Z Who's Jellies? 2 wikitext text/x-wiki F'tuun's visage 6f7de592fed24e13e749c2e350bdebbcfff8a0b2 F'tuun the Eternal 0 42 105 2023-09-06T10:40:58Z Who's Jellies? 2 Created page with "[[File:Ftuun2.jpg|thumb|right|The Dracolich from the Far Lands]]" wikitext text/x-wiki [[File:Ftuun2.jpg|thumb|right|The Dracolich from the Far Lands]] 775b7de1fe6c11b127f684119b4a44630772e8d8 112 105 2023-09-06T15:06:59Z Who's Jellies? 2 wikitext text/x-wiki [[File:Ftuun2.jpg|thumb|right|The Dracolich from the Far Lands]] The Terror from the mountainous Far Lands, located many leagues east of [[the Empire]]. Known for his ruthlessness and cunning. F'tuun is the oldest dragon currently alive. Many suspect he has left mortality behind. Noting his ability as a necromancer, honed by what could be millennia of practice, one could see why they make this case. His decaying exterior doesn't do much to counter this theory, either. In the Far Lands, F'tuun is regarded as a living deity. His followers worship the ground he walks on, and every word he utters is scribed down for posterity. It has to be said, though, that the creature possesses a wealth of wisdom thanks to his ancient age. 35f38c1402bd372bd6462127a38f1ffc64231e5c 120 112 2023-09-07T10:52:58Z Who's Jellies? 2 wikitext text/x-wiki [[File:Ftuun2.jpg|thumb|right|The Dracolich from the Far Lands]] The Eternal Empress, ruler of the Far Lands. These are located many leagues east of [[the Empire]]. Feared for her ruthlessness, cunning and seemingly limitless ability as a necromancer. There are ancient accounts of her turning into a monster when losing her temper. These always end with the destruction of a neighboring kingdom. In the Far Lands, F'tuun is regarded as a living deity. Her followers worship the very ground she walks on, and every word she utters is scribed down for posterity. Nobody knows when her rule started. It is said she is older than written word. It has to be said, though, that the creature possesses a wealth of information thanks to her ancient age. fb55d2e73f26fccfe71471cf8fe770caa4f2a639 121 120 2023-09-07T12:00:43Z Who's Jellies? 2 wikitext text/x-wiki [[File:Ftuun2.jpg|thumb|right|The Dracolich from the Far Lands]] The Eternal Empress, ruler of the Far Lands. These are located many leagues east of [[the Empire]]. Feared for her ruthlessness, cunning and seemingly limitless ability as a necromancer. There are ancient accounts of her turning into a monster when losing her temper. These always end with the destruction of a neighboring kingdom. In the Far Lands, F'tuun is regarded as a living deity. Her followers worship the very ground she walks on, and every word she utters is scribed down for posterity. Nobody knows when her rule started. It is said she is older than written word. It is rumored she doesn't know her origins, herself. Scholars of our own Empire fear an invasion from Empress Xianzhi. However, she seems to be content with staying in her own realm. She has conquered every corner of the world several times over. Many suspect she is tired of the administrative hassle of ruling a global empire. 31a05c38c38891a8190a85ea51e37bb58ee04717 The Young Guildmaster of Arx Cordix 0 43 107 2023-09-06T10:44:10Z Who's Jellies? 2 Created page with "[[File:Syren.jpg|thumb|right|The youngest Guildmaster in all of history]] Raised in the secluded world of [[the Aennea]], [[Empress Liviana|The Empress']] protege is sensitive and rather naive. However, he is incredibly gifted in manipulating [[the Field]]. Because he has been completely indoctrinated by the teachings of [[the Order]], the Young Guildmaster is almost the perfect Aennea: proud of his culture and role, eager to learn, and disciplined. He was raised within..." wikitext text/x-wiki [[File:Syren.jpg|thumb|right|The youngest Guildmaster in all of history]] Raised in the secluded world of [[the Aennea]], [[Empress Liviana|The Empress']] protege is sensitive and rather naive. However, he is incredibly gifted in manipulating [[the Field]]. Because he has been completely indoctrinated by the teachings of [[the Order]], the Young Guildmaster is almost the perfect Aennea: proud of his culture and role, eager to learn, and disciplined. He was raised within the Order, just like all the other Aennea. What is normal for Aennea is that parents are stationed elsewhere. His mentor serves as his father, while [[Empress Liviana|the Empress]] has a special fondness for him. Despite his pride, this Aennea is a curious young man. He is immensely fascinated by people. He seems to struggle with waiting for the Order to choose a suitable partner for him. Although the "normal world" has always appeared repulsive to him, he is also greatly fascinated by it. The daily meditations that immerse all Aennea in the Field time and time again to stay close to the teachings, are essential for Syren to prevent his weaknesses from spiraling out of control. He is grateful that this allows him to stay on the right path. 6d00cfda9a7582e708cc5b6eedc62a6a6578ea57 108 107 2023-09-06T10:59:30Z Who's Jellies? 2 wikitext text/x-wiki [[File:Syren.jpg|thumb|right|The youngest Guildmaster in all of history]] Raised in the secluded world of [[the Aennea]], [[Empress Liviana|The Empress']] protege is sensitive and rather naive. However, he is incredibly gifted in manipulating [[the Field]]. Because he has been completely indoctrinated by the teachings of [[the Order]], the Young Guildmaster is almost the perfect Aennea: proud of his culture and role, eager to learn, and disciplined. He was raised within the Order, just like all the other Aennea. What is normal for Aennea is that parents are stationed elsewhere. His mentor serves as his father, while [[Empress Liviana|the Empress]] has a special fondness for him, which led to her adopting him unofficially. Despite his pride, this Aennea is a curious young man. He is immensely fascinated by people. He seems to struggle with waiting for the Order to choose a suitable partner for him. Although the "normal world" has always appeared repulsive to him, he is also greatly fascinated by it. The daily meditations that immerse all Aennea in the Field time and time again to stay close to the teachings, are essential for Syren to prevent his weaknesses from spiraling out of control. He is grateful that this allows him to stay on the right path. 751397c23214fb08d4ec66c17c9897203bb158e7 Games 0 17 113 80 2023-09-06T17:49:07Z Who's Jellies? 2 wikitext text/x-wiki [[Guild Legends]] [[Game Feature Ideas]] 5d837d806f8e6f4c2a4ebf70db6deb0052b0c900 Game Feature Ideas 0 44 114 2023-09-06T18:03:41Z Who's Jellies? 2 Created page with "== Ideas for Gameplay Features == === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening with a flash. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers...." wikitext text/x-wiki == Ideas for Gameplay Features == === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening with a flash. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. b69fb8807f70851b40ab2e3170ff5fb20493beba 115 114 2023-09-06T18:05:02Z Who's Jellies? 2 /* Aenneaic Guidance */ wikitext text/x-wiki == Ideas for Gameplay Features == === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. 13ed1702b862452831098f343eeecb578cf10a9c 116 115 2023-09-06T18:06:50Z Who's Jellies? 2 /* Aenneaic Guidance */ wikitext text/x-wiki == Ideas for Gameplay Features == === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. 9cf2952f075cc2d7c8e13839b0ec8ebbc4f17829 117 116 2023-09-06T18:09:14Z Who's Jellies? 2 /* Aenneaic Guidance */ wikitext text/x-wiki == Ideas for Gameplay Features == === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. d3db12034f81e99ff96d136a3960229f7a94b4b8 118 117 2023-09-07T09:25:22Z Who's Jellies? 2 wikitext text/x-wiki == Ideas for Gameplay Features == === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. 867015de8ea68b426fcd1a4d1a701f1df7d6161c 119 118 2023-09-07T09:32:06Z Who's Jellies? 2 wikitext text/x-wiki == Ideas for Gameplay Features == === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. f4537d90d775bf07d85877f753e0676a495382c5 122 119 2023-09-07T22:00:28Z Who's Jellies? 2 wikitext text/x-wiki == Ideas for Gameplay Features == === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several profits for the market oriented Guildmaster. - Artisans are able to perform better at their jobs. Investing in the blacksmith gives adventurers a literal edge over the competition. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. 6910726728592fb841fe04db3f6f87bcd842d3b2 123 122 2023-09-07T22:08:34Z Who's Jellies? 2 /* The Settlement, Economics, and the Guild */ wikitext text/x-wiki == Ideas for Gameplay Features == === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several profits for the market oriented Guildmaster. - Artisans are able to perform better at their jobs. Investing in the blacksmith gives adventurers a literal edge over the competition. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. 7a4ff190025594739d638d0f1e02c6e379cbbc8e 124 123 2023-09-07T22:09:32Z Who's Jellies? 2 /* The Settlement, Economics, and the Guild */ wikitext text/x-wiki == Ideas for Gameplay Features == === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several profits for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Investing in the blacksmith gives adventurers a literal edge over the competition. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. a138759440cafc4faede62d3e6be02272f5c19c5 125 124 2023-09-07T22:23:59Z Who's Jellies? 2 /* Feats */ wikitext text/x-wiki == Ideas for Gameplay Features == === Feats === ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther roll. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit, and put the CDR on attacks on my Rogue. Oh! I get a feat every other level? And access to new feats at level five? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several profits for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Investing in the blacksmith gives adventurers a literal edge over the competition. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. b9e1a7eb13b03fb8a810938766cb4fd62aef8b92 126 125 2023-09-07T22:24:23Z Who's Jellies? 2 /* Feats */ wikitext text/x-wiki == Ideas for Gameplay Features == === Feats === ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther roll. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit, and put the CDR on attacks on my Rogue. Oh! I get a feat every other level? And access to new feats at level five? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several profits for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Investing in the blacksmith gives adventurers a literal edge over the competition. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. 93b2a1462329106e3d9fcc29002d421729162432 127 126 2023-09-07T22:26:00Z Who's Jellies? 2 /* Feats */ wikitext text/x-wiki == Ideas for Gameplay Features == === Feats === ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther roll. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit with the knockback increase, and put the CDR on attacks on my Rogue, so his attacks become like a whirlwind of pain. Oh! I get a feat every other level? And access to new feats every five levels? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several profits for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Investing in the blacksmith gives adventurers a literal edge over the competition. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. 18a00e764c386b74be0d2777ccac921d0977fbbd 128 127 2023-09-07T22:32:25Z Who's Jellies? 2 /* Feats */ wikitext text/x-wiki == Ideas for Gameplay Features == === Feats === ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther dodge. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit with the knockback increase, and put the CDR on attacks on my Rogue, so his attacks become like a whirlwind of pain. Oh! I get a feat every other level? And access to new feats every five levels? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several profits for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Investing in the blacksmith gives adventurers a literal edge over the competition. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. 0fcd639ab0c4051bcdb23a928b2558dae34bc6b7 129 128 2023-09-07T22:38:24Z Who's Jellies? 2 /* The Settlement, Economics, and the Guild */ wikitext text/x-wiki == Ideas for Gameplay Features == === Feats === ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther dodge. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit with the knockback increase, and put the CDR on attacks on my Rogue, so his attacks become like a whirlwind of pain. Oh! I get a feat every other level? And access to new feats every five levels? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several profits for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - By investing in the construction of a running track, wrestling ring and/or meditation centre, the stats of all adventurers gain bonus increases. Not to mention the Frontier will be filled with Mr Olympia contenders. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. ec1ef53b85423e3bf9e04af42511c3a20245ecf7 130 129 2023-09-08T11:28:04Z Who's Jellies? 2 /* The Settlement, Economics, and the Guild */ wikitext text/x-wiki == Ideas for Gameplay Features == === Feats === ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther dodge. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit with the knockback increase, and put the CDR on attacks on my Rogue, so his attacks become like a whirlwind of pain. Oh! I get a feat every other level? And access to new feats every five levels? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several desirable points for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - By investing in the construction of a running track, wrestling ring and/or meditation centre, the stats of all adventurers gain bonus increases. Not to mention the Frontier will be filled with Mr Olympia contenders. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. df1fa8a91fd78edbe7ac942df3ea87eb5ea57131 131 130 2023-09-08T11:54:48Z Who's Jellies? 2 /* Feats */ wikitext text/x-wiki == Ideas for Gameplay Features == === Feats === ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther dodge. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit with the knockback increase, and put the CDR on attacks on my Rogue, so his attacks become like a whirlwind of pain. Oh! I get a feat every other level? And access to new feats every five levels? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." Feats will give players a way to fine-tune their Adventurers. No two Adventurers will be the same, even if they are of the same class. Adventurers may be given feats and stats to make them greater specialists. Imagine an Archer who is an expert Plant hunter in the Woods. Or a Warrior who fares well against large groups of enemies in the Plains. The benefit for the developers is that leveling now becomes something to look forward to, because every two levels bring a significant impact on a character. The player wants to level once more, because that level will contribute to the build he has in mind for his adventurers. "Oh, next level I can get that increase in attack range! That'd be sick for my sharpshooter Archer. Let's take one more commission..." Feats can be lifted from any DnD game, and adapted to Guild Legend. === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several desirable points for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - By investing in the construction of a running track, wrestling ring and/or meditation centre, the stats of all adventurers gain bonus increases. Not to mention the Frontier will be filled with Mr Olympia contenders. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. b9421c1c343035cbb4205e1dcc13d7558e476519 136 131 2023-09-11T12:36:15Z Who's Jellies? 2 /* Ideas for Gameplay Features */ wikitext text/x-wiki == Ideas for Gameplay Features == === Master Crafts(wo)men === Paole: Young Master, it seems you have acquired the necessary materials for an Alchemy Lab. If you wish to harness the power of those... dubious concoctions, I recommend you build one as soon as you see fit. I'm sure word would get around town quickly that you have an available workspace for an Alchemist... [The Player builds a Lab] Next day... Paole: Young Master, it seems my prediction was accurate. An Alchemist would like to strike a deal with you for using your lab. Would you like to meet him? Yes. Paole: I have to warn you. These... people... are stranger than their exterior might suggest. === Feats === ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther dodge. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit with the knockback increase, and put the CDR on attacks on my Rogue, so his attacks become like a whirlwind of pain. Oh! I get a feat every other level? And access to new feats every five levels? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." Feats will give players a way to fine-tune their Adventurers. No two Adventurers will be the same, even if they are of the same class. Adventurers may be given feats and stats to make them greater specialists. Imagine an Archer who is an expert Plant hunter in the Woods. Or a Warrior who fares well against large groups of enemies in the Plains. The benefit for the developers is that leveling now becomes something to look forward to, because every two levels bring a significant impact on a character. The player wants to level once more, because that level will contribute to the build he has in mind for his adventurers. "Oh, next level I can get that increase in attack range! That'd be sick for my sharpshooter Archer. Let's take one more commission..." Feats can be lifted from any DnD game, and adapted to Guild Legend. === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several desirable points for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - By investing in the construction of a running track, wrestling ring and/or meditation centre, the stats of all adventurers gain bonus increases. Not to mention the Frontier will be filled with Mr Olympia contenders. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. 70f36c4dfff43b6835de2a5e56005562a9e14e00 137 136 2023-09-11T12:57:26Z Who's Jellies? 2 /* Master Crafts(wo)men */ wikitext text/x-wiki == Ideas for Gameplay Features == === Master Crafts(wo)men === Paole: Young Master, it seems you have acquired the necessary materials for an Alchemy Lab. If you wish to harness the power of those... dubious concoctions, I recommend you build one as soon as you see fit. I'm sure word would get around town quickly that you have an available workspace for an Alchemist... [The Player builds a Lab] Next day... Paole: Young Master, it seems my prediction was accurate. An Alchemist would like to strike a deal with you for using your lab. Would you like to meet him? Yes. Paole: I have to warn you. These... people... are stranger than their exterior might suggest. [A lanky elderly man approaches Syren. He is balding and slightly hunched over. His face looks intelligent, but completely crazy. His clothes are saturated with colors and chemistry paraphernalia.] Alchemist: Yes? What is it you want? Syren: B-but, you requested an audience with me? Alchemist: Ah, yes. You're the Guildmaster! Excellent. So where is my lab? Syren: Your lab? My lab you mean! Alchemist: Your lab. My lab. What do these details matter? The important thing is how we may bring those opposites together! Here's my proposition. You allow me to use your lab for my personal experiments, and in turn, I will produce potions for you. Of course, you will have to deliver the ingredients for those. Or you could hand over some money to me === Feats === ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther dodge. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit with the knockback increase, and put the CDR on attacks on my Rogue, so his attacks become like a whirlwind of pain. Oh! I get a feat every other level? And access to new feats every five levels? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." Feats will give players a way to fine-tune their Adventurers. No two Adventurers will be the same, even if they are of the same class. Adventurers may be given feats and stats to make them greater specialists. Imagine an Archer who is an expert Plant hunter in the Woods. Or a Warrior who fares well against large groups of enemies in the Plains. The benefit for the developers is that leveling now becomes something to look forward to, because every two levels bring a significant impact on a character. The player wants to level once more, because that level will contribute to the build he has in mind for his adventurers. "Oh, next level I can get that increase in attack range! That'd be sick for my sharpshooter Archer. Let's take one more commission..." Feats can be lifted from any DnD game, and adapted to Guild Legend. === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several desirable points for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - By investing in the construction of a running track, wrestling ring and/or meditation centre, the stats of all adventurers gain bonus increases. Not to mention the Frontier will be filled with Mr Olympia contenders. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. 1812cbe04490678f8aa923ea2ddd185d8c884885 145 137 2023-09-12T13:58:17Z Who's Jellies? 2 wikitext text/x-wiki == Ideas for Gameplay Features == === Master Crafts(wo)men === Paole: Young Master, it seems you have acquired the necessary materials for an Alchemy Lab. If you wish to harness the power of those... dubious concoctions, I recommend you build one as soon as you see fit. I'm sure word would get around town quickly that you have an available workspace for an Alchemist... [The Player builds a Lab] Next day... Paole: Young Master, it seems my prediction was accurate. An Alchemist would like to strike a deal with you for using your lab. Would you like to meet him? Yes. Paole: I have to warn you. These... people... are stranger than their exterior might suggest. [A lanky elderly man approaches Syren. He is balding and slightly hunched over. His face looks intelligent, but completely crazy. His exotic clothes are saturated with colors and chemistry paraphernalia.] Alchemist: Yes? What is it you want? Syren: B-but, you requested an audience with me! Alchemist: Ah, yes. You're the Guildmaster! Excellent. So, where is my lab? Syren: Your lab? My lab you mean! Alchemist: Your lab. My lab. What do these details matter? The important thing is how we may bring those opposites together! Here's my proposition. You allow me to use your lab for my personal experiments, and in turn, I will produce potions for you. Of course, you will have to deliver the ingredients for those. I could also employ unpaid interns- err... assistants, I mean, to acquire materials and perform other menial tasks, like the brewing of potions and sweeping the floor. On your costs, of course! Syren: So, you get to experiment under the roof of MY Guild, and let me pay for your assistants on top of that? Alchemist: Look at it like this. What good would those youths be without my sagacious guidance? Furthermore, you'll only have to tell me what you need, and I'll govern the helps to do what's necessary. A driven young man like yourself has limited time to worry about things like these. Let me take care of that! And who knows? I have a good ear for compelling rumors. I might pick up an interesting clue for rare findings on the Island... So, how about it? Shall we shake hands on it? Quickly now, I'm orally testing the potency of an ingredient I acquired yesterday, and I don't know how communicative I'll be within the hour! * Master Craftsmen give the Player a central place for governing the artisans the Guild houses. Through these Craftsmen, the Player can sell, buy or commission items he needs, and in what order he would like them. So a player could order alchemical ingredients first, and have potions brewed from them. The assistants of the Crafter then first gather these ingredients, before brewing the potions requiring these. The Player can order how many units of ingredients he wants to be collected, before using those to create a set amount of potions. This allows the Player to start the process and not have to worry about micromanaging the Assistants. This is what it would look like. {| class="wikitable" |+ Potion crafting |- ! Priority !! Action !! Amount |- | First || Acquire [ingredient 1] || 10 |- | Second || Acquire [ingredient 2] || 5 |- | Third || Brew [potion that requires two ingredient 1 and one ingredient 2] || 5 |} * Another benefit for the Player would be that the Craftsmen make for great characters to interact with. This allows for lore exposition and reactions to the Player's actions. Also, these characters are ideal springboards for starting side quests. === Feats === ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther dodge. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit with the knockback increase, and put the CDR on attacks on my Rogue, so his attacks become like a whirlwind of pain. Oh! I get a feat every other level? And access to new feats every five levels? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." Feats will give players a way to fine-tune their Adventurers. No two Adventurers will be the same, even if they are of the same class. Adventurers may be given feats and stats to make them greater specialists. Imagine an Archer who is an expert Plant hunter in the Woods. Or a Warrior who fares well against large groups of enemies in the Plains. The benefit for the developers is that leveling now becomes something to look forward to, because every two levels bring a significant impact on a character. The player wants to level once more, because that level will contribute to the build he has in mind for his adventurers. "Oh, next level I can get that increase in attack range! That'd be sick for my sharpshooter Archer. Let's take one more commission..." Feats can be lifted from any DnD game, and adapted to Guild Legend. === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several desirable points for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - By investing in the construction of a running track, wrestling ring and/or meditation centre, the stats of all adventurers gain bonus increases. Not to mention the Frontier will be filled with Mr Olympia contenders. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. 1a3d07d8c99a2348c0771817aed089e80b0e27a7 Cutscene 1: Rush to Frontier Island 0 45 134 2023-09-11T11:38:05Z Who's Jellies? 2 Created page with "[Black Screen] MC (main character): ... [She was all I had...] [Lightning strikes, illuminating the screen. The scene is revealed. A ship traveling through a thunderstorm] Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghén..." wikitext text/x-wiki [Black Screen] MC (main character): ... [She was all I had...] [Lightning strikes, illuminating the screen. The scene is revealed. A ship traveling through a thunderstorm] Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! [SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS] Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you my power! [Combat tutorial] Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless! MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me! Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Seeing as how the circumstances earlier were dire, you'll forgive me if my behavior was... inappropriate. MC: Don't worry, Paole. If the Empress trusts you, so do I! Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] b92546e5b72b6db1c064af59bffd86a233c6d220 135 134 2023-09-11T11:39:05Z Who's Jellies? 2 wikitext text/x-wiki '''[Black Screen]''' MC (main character): ... [She was all I had...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A ship traveling through a thunderstorm]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless! MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me! Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Seeing as how the circumstances earlier were dire, you'll forgive me if my behavior was... inappropriate. MC: Don't worry, Paole. If the Empress trusts you, so do I! Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] ed87890a7c97105265f28fe29e77883b13c42961 138 135 2023-09-11T15:37:14Z Who's Jellies? 2 wikitext text/x-wiki '''[Black Screen]''' MC (main character): ... [She was all I had...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A ship traveling through a thunderstorm]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Seeing as how the circumstances earlier were dire, you'll forgive me if my behavior was... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] 88546e9c9cd6cd622b0982c22724099dde698375 139 138 2023-09-11T15:38:56Z Who's Jellies? 2 wikitext text/x-wiki '''[Black Screen]''' MC (main character): ... [She was all I had...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A ship traveling through a thunderstorm]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Seeing as how the circumstances earlier were dire, you'll forgive me if my behavior was... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] 8a79fb29611f251c1d57e5538e30d7735ad51fec 140 139 2023-09-11T16:00:15Z Who's Jellies? 2 wikitext text/x-wiki '''[Black Screen]''' MC (main character): ... [She was all I had...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A ship traveling through a thunderstorm]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me if my behavior was... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] 84b73f7df7bede7b2fe3fec0ef7ad3b221db4e1d 141 140 2023-09-12T08:28:24Z Who's Jellies? 2 wikitext text/x-wiki '''[Black Screen]''' MC (main character): ... [She was all I had... Why didn't she let me stay? This whole mess might have been prevented...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A ship traveling through a thunderstorm]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me if my behavior was... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] 59b47d2dd37a08631168ee1d7fb162302757c249 142 141 2023-09-12T09:39:48Z Who's Jellies? 2 wikitext text/x-wiki '''[Black Screen]''' MC (main character): ... [She was all I had... Why didn't she let me stay? This whole mess might have been prevented...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me if my behavior was... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] ae933767f1cc1522c43ad28d0fd98507455a6e69 143 142 2023-09-12T09:40:21Z Who's Jellies? 2 wikitext text/x-wiki '''[Black Screen]''' MC (main character): ... [She was all I had... Why didn't she let me stay? This whole mess might have been prevented...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me if my behavior deemed to be... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] 94736bb95f39bf2184f393383f01069427efa5a7 144 143 2023-09-12T09:41:11Z Who's Jellies? 2 wikitext text/x-wiki '''[Black Screen]''' MC (main character): ... [She was all I had... Why didn't she let me stay? This whole mess might have been prevented...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me if my behavior deemed to be... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] fac8dabae767f0a7b36f3589c66d98b6033ba1af 146 144 2023-09-15T10:13:40Z Who's Jellies? 2 wikitext text/x-wiki === Draft 2 === '''[Black Screen]''' MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? It appears the Gods truly have forsaken us! MC: Paole, please... I'm trying to meditate. Your panicking doesn't help me. Paole: Panicking? I'm not panicking. I... I'm merely assessing the situation, like a good counsillor would. Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine... If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Young Master, we can't go down like this! Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... Fighting without approval of the Elders is considered- Adventurers: Master, please, we are being overwhelmed! MC: Curse it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *MC forces a smile* ... [I just committed the highest treason to the Order. When I go back, there will be hell to pay... ''If'' I go back...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me if my behavior deemed to be... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] === Draft 1 === '''[Black Screen]''' MC (main character): ... [She was all I had... Why didn't she let me stay? This whole mess might have been prevented...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me if my behavior deemed to be... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] 859abc54d4530cda0cb506d3dce29285afd81b0b 147 146 2023-09-15T10:18:49Z Who's Jellies? 2 wikitext text/x-wiki === Draft 2 === '''[Black Screen]''' MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? It appears the Gods truly have forsaken us! MC: Paole, please... I'm trying to meditate. Your panicking doesn't help me. Paole: Panicking? I'm not panicking. I... I'm merely assessing the situation, like a good counsillor would. Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine... If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Young Master, we can't go down like this! Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... Fighting without approval of the Elders is considered- Adventurers: Master, please, we are being overwhelmed! MC: Curse it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *MC forces a smile* ... [I just committed the highest treason to the Order. When I go back, there will be hell to pay... ''If'' I go back...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me for any falterings in the adherance to etiquette. MC: Don't worry, Paole. If the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] === Draft 1 === '''[Black Screen]''' MC (main character): ... [She was all I had... Why didn't she let me stay? This whole mess might have been prevented...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me if my behavior deemed to be... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] 1fd035982f80ec9284d996754f4b7a998bd66af6 148 147 2023-09-15T10:23:02Z Who's Jellies? 2 wikitext text/x-wiki === Draft 2 === '''[Black Screen]''' MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? It appears the Gods truly have forsaken us! MC: Paole, please... I'm trying to meditate. Your panicking doesn't help me. Paole: Panicking? I'm not panicking. I... I'm merely assessing the situation, like a good counsillor would. Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine... If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Young Master, we can't go down like this! Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... Fighting without approval of the Elders is considered- Adventurers: Master, please, we are being overwhelmed! MC: Curse it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *You force a smile* ... [I just committed the highest treason to the Order. When I go back, there will be hell to pay... ''If'' I go back...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me for any falterings in the adherance to etiquette. MC: Don't worry, Paole. If the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] === Draft 1 === '''[Black Screen]''' MC (main character): ... [She was all I had... Why didn't she let me stay? This whole mess might have been prevented...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me if my behavior deemed to be... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] 007363a6a21b82f41bdf692b4ef53ecc46f960b8 149 148 2023-09-15T10:27:06Z Who's Jellies? 2 wikitext text/x-wiki === Draft 2 === '''[Black Screen]''' MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? It appears the Gods truly have forsaken us! MC: Paole, please... I'm trying to meditate. Your panicking doesn't help with that. Paole: Panicking? I'm not panicking. I... I'm merely assessing the situation, like a good counsillor would. Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine... If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Young Master, we can't go down like this! Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... Fighting without approval of the Elders is considered- Adventurers: Master, please, we are being overwhelmed! MC: Curse it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *You force a smile* ... [I just committed the highest treason to the Order. When I go back, there will be hell to pay... ''If'' I go back...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me for any... falterings in the adherance to etiquette. MC: Don't worry, Paole. If the Empress has faith in you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] === Draft 1 === '''[Black Screen]''' MC (main character): ... [She was all I had... Why didn't she let me stay? This whole mess might have been prevented...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me if my behavior deemed to be... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] c236d69b8faa2fc4f85629632f7596bd9fe0c506 Guild Legends 0 35 151 150 2023-09-16T10:01:43Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] = Plot = [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to inspire her people. Inspired by nightly visions of a mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. However, not everyone is to be trusted. The only person Liviana has true faith in, is [[The Apprentice of Arx Cordix|the young Aennea from Arx Cortix]] who she raised as the child she never had. Although he is simply a Guildmaster in apprenticehood, his skill and dependableness are without question. At least, to the Empress... Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], the Empress' protege travels to the Island. As he and his mentor belong to the enigmatic class of Imperials known as [[the Aennea]], the young apprentice and his kind can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can bolster the mental and physical capacities of the Members of the Guild to miraculous heights. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. Some critical laymen question the morality of having someone look over your shoulder while in direct combat or exploring. Ex-Guild members wave such inquiries aside, however. Their explanation is that the fame, power and fortune their collaboration with the Guild has brought them was worth everything. Those who leave the Guild after a lifetime of adventuring often remain good friends with the Aennea that guided them. It has also been observed that those who work together with the Guild, end up as individuals with abilities far beyond those of the average inhabitant of the Empire. Joining a Guild is therefore considered highly desirable for those with an adventurous aptitude. Guildmembers remain independent in all of their decisions outside of combat. Quests are based on commissions, which local Adventurers are free to accept or decline. Enhancement of Guildmembers may only take place during direct combat. This prevents the Guild from becoming an oppressive power in the hands of the Aennea. While the Imperial party settles on the Island amidst other unwitting Guilds, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the local Aennea lose mainland contact with the hivemind, [[the Field]]. Connection with the Ancient Aennea in the Field was the main thing that prevented the young apprentice from succumbing to his vices. At night, he starts having dreams of a beautiful, otherworldly woman, who beckons the dreamer deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, [[Lord Echek|three]] [[Orfeo de la Musa|terrifying]] [[F'tuun the Eternal|lords]] make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. The apprentice and his allies are now up to the task to protect the inhabitants of the settlements, while keeping the Guild functioning and settle the fate of the Empire. = Cutscenes = [[Cutscene 1: Rush to Frontier Island]] (Prologue) [[Cutscene: Chapter I: Welcome to Frontier Island]] == Comedy draft: Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) holds a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. 2abc35db7b3beef0470f81b2e278d0ed735842d1 168 151 2023-09-23T13:27:58Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] = Plot = [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to inspire her people. Inspired by nightly visions of a mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. However, not everyone is to be trusted. The only person Liviana has true faith in, is [[The Apprentice of Arx Cordix|the young Aennea from Arx Cortix]] who she raised as the child she never had. Although he is simply a Guildmaster in apprenticehood, his skill and dependableness are without question. At least, to the Empress... Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], the Empress' protege travels to the Island. As he and his mentor belong to the enigmatic class of Imperials known as [[the Aennea]], the young apprentice and his kind can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can bolster the mental and physical capacities of the Members of the Guild to miraculous heights. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. Some critical laymen question the morality of having someone look over your shoulder while in direct combat or exploring. Ex-Guild members wave such inquiries aside, however. Their explanation is that the fame, power and fortune their collaboration with the Guild has brought them was worth everything. Those who leave the Guild after a lifetime of adventuring often remain good friends with the Aennea that guided them. It has also been observed that those who work together with the Guild, end up as individuals with abilities far beyond those of the average inhabitant of the Empire. Joining a Guild is therefore considered highly desirable for those with an adventurous aptitude. Guildmembers remain independent in all of their decisions outside of combat. Quests are based on commissions, which local Adventurers are free to accept or decline. Enhancement of Guildmembers may only take place during direct combat. This prevents the Guild from becoming an oppressive power in the hands of the Aennea. While the Imperial party settles on the Island amidst other unwitting Guilds, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the local Aennea lose mainland contact with the hivemind, [[the Field]]. Connection with the Ancient Aennea in the Field was the main thing that prevented the young apprentice from succumbing to his vices. At night, he starts having dreams of a beautiful, otherworldly woman, who beckons the dreamer deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, [[Lord Echek|three]] [[Orfeo de la Musa|terrifying]] [[F'tuun the Eternal|lords]] make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. The apprentice and his allies are now up to the task to protect the inhabitants of the settlements, while keeping the Guild functioning and settle the fate of the Empire. = Cutscenes = [[Cutscene 1: Rush to Frontier Island]] (Prologue) [[Cutscene: Chapter I: Welcome to Frontier Island]] [[Cutscene: Chapter II: Meeting the Locals]] == Comedy draft: Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) holds a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. a7f68f25efdf199884d29e985f333ee1ba302bbe 189 168 2023-09-27T11:15:29Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] = [[Introduction to the Story]] = [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to inspire her people. Inspired by nightly visions of a mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. However, not everyone is to be trusted. The only person Liviana has true faith in, is [[The Apprentice of Arx Cordix|the young Aennea from Arx Cortix]] who she raised as the child she never had. Although he is simply a Guildmaster in apprenticehood, his skill and dependableness are without question. At least, to the Empress... Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], the Empress' protege travels to the Island. As he and his mentor belong to the enigmatic class of Imperials known as [[the Aennea]], the young apprentice and his kind can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can bolster the mental and physical capacities of the Members of the Guild to miraculous heights. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. Some critical laymen question the morality of having someone look over your shoulder while in direct combat or exploring. Ex-Guild members wave such inquiries aside, however. Their explanation is that the fame, power and fortune their collaboration with the Guild has brought them was worth everything. Those who leave the Guild after a lifetime of adventuring often remain good friends with the Aennea that guided them. It has also been observed that those who work together with the Guild, end up as individuals with abilities far beyond those of the average inhabitant of the Empire. Joining a Guild is therefore considered highly desirable for those with an adventurous aptitude. Guildmembers remain independent in all of their decisions outside of combat. Quests are based on commissions, which local Adventurers are free to accept or decline. Enhancement of Guildmembers may only take place during direct combat. This prevents the Guild from becoming an oppressive power in the hands of the Aennea. While the Imperial party settles on the Island amidst other unwitting Guilds, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the local Aennea lose mainland contact with the hivemind, [[the Field]]. Connection with the Ancient Aennea in the Field was the main thing that prevented the young apprentice from succumbing to his vices. At night, he starts having dreams of a beautiful, otherworldly woman, who beckons the dreamer deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, [[Lord Echek|three]] [[Orfeo de la Musa|terrifying]] [[F'tuun the Eternal|lords]] make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. The apprentice and his allies are now up to the task to protect the inhabitants of the settlements, while keeping the Guild functioning and settle the fate of the Empire. = Cutscenes = [[Cutscene 1: Rush to Frontier Island]] (Prologue) [[Cutscene: Chapter I: Welcome to Frontier Island]] [[Cutscene: Chapter II: Meeting the Locals]] == Comedy draft: Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) holds a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. d2d0d75f27babb14f23c2f9c08d340c6fa089f90 191 189 2023-09-27T11:16:02Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] = [[Introduction to the Story]] = = Cutscenes = [[Cutscene 1: Rush to Frontier Island]] (Prologue) [[Cutscene: Chapter I: Welcome to Frontier Island]] [[Cutscene: Chapter II: Meeting the Locals]] == Comedy draft: Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) holds a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. d6c6771dd5409b0c457dfc8f3ea1b67afe3db572 192 191 2023-09-27T11:18:03Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] = [[Introduction to the Story]] = = Cutscenes = [[Cutscene 1: Rush to Frontier Island]] (Prologue) [[Cutscene: Chapter I: Welcome to Frontier Island]] [[Cutscene: Chapter II: Finding our Way]] == Comedy draft: Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) holds a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. 451f2845a1c6cdf9f1d2531746965cc7826139be 196 192 2023-09-27T12:01:54Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] = [[Introduction to the Story]] = = Cutscenes = [[Cutscene 1: Rush to Frontier Island]] (Prologue) [[Cutscene: Chapter I: Welcome to Frontier Island]] [[Cutscene: Chapter II: Finding our Way]] [[Cutscene: Chapter III: Dinner with the Governor]] == Comedy draft: Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) holds a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. 804cd9af524846a9cbe0835bfa6c14946ac741e2 File:Sebor Lepo.jpg 6 46 152 2023-09-16T10:16:02Z Who's Jellies? 2 wikitext text/x-wiki Sebor Lepo, Mayor of [[King's Return]] 809ed33a25504f65ce60d736ef1fb2fc28f27753 Cutscene: Chapter I: Welcome to Frontier Island 0 47 153 2023-09-16T10:21:12Z Who's Jellies? 2 Created page with "[[File:Sebor Lepo.jpg|thumb|right|Sebor Lepo, Mayor of King's Return]] [The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the dress of the Imperial Counsillor. She immediately sends for the Mayor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Official]" wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sebor Lepo, Mayor of King's Return]] [The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the dress of the Imperial Counsillor. She immediately sends for the Mayor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Official] 71a9b6c6774cd3039c1c6f5df2c52f42316fda43 154 153 2023-09-16T11:14:10Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sebor Lepo, Mayor of King's Return]] '''[LEVEL UP TUTORIAL]''' '''[The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the dress of the Imperial Counsillor. She immediately sends for the Mayor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Official, and appears to be slightly out of breath. His smile, however, is genuine.]''' Mayor: Welcome to Frontier Island! I am Sebor Lepo, the mayor of this humble outpost. You must be the new Guildmaster. Everything is prepared for you! MC: ...[It seems the Empress sent word ahead...] Mayor: How may I address you and your... friend? MC: My name is [...], and this is Paole, my advisor. Paole: *Paole bows* It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. Our youngest offspring is about the age of our new Guildmaster here! We desperately need more blessings of fertility, or we're done for! But enough ruminating on our problems. Let's show you around! Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this place will not sit well, HA! '''[The Mayor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Mayor, MC and Paole enter the empty Guild Hall]''' Mayor: And this *the Mayor gestures grandly around* is your own Guild Hall! The Empress had it commissioned years ago. I suppose you were still in training, judging by your years. MC: That's right. ...[Years ago?] 72bb185528bfd8d9507aea2f3af1a48ed9d93e4b 155 154 2023-09-16T12:24:00Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sebor Lepo, Mayor of King's Return]] '''[LEVEL UP TUTORIAL]''' '''[The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the dress of the Imperial Counsillor. She immediately sends for the Mayor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Official, and appears to be slightly out of breath. His smile, however, is genuine.]''' Mayor: Welcome to Frontier Island! I am Sebor Lepo, the mayor of this humble outpost. You must be the new Guildmaster. Everything is prepared for you! MC: ...[It seems the Empress sent word ahead...] Mayor: How may I address you and your... friend? MC: My name is [...], and this is Paole Aolicce, my advisor. Paole: *Paole bows* It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. Our youngest offspring is about the age of our new Guildmaster here! We desperately need more blessings of fertility, or we're done for! But enough ruminating on our problems. Let's show you around! Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! '''[The Mayor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Mayor, MC and Paole enter the empty Guild Hall]''' Mayor: And this *the Mayor gestures grandly around* is your own Guild Hall! The Empress had it commissioned years ago. I suppose you were still in training, judging by your years. MC: That's right. ...[Years ago?] Paole: It's not very... spacious, is it? Mayor: All according to Imperial standard, dear Counsellor. The eventual size depends on our dear Guild Master, here. There's plenty of space for expansion. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work! '''[Tutorial on commissioning quests]''' 63b77f7db96cb966d83ba83fbba7a18ebf735d15 156 155 2023-09-17T08:28:33Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sebor Lepo, Mayor of King's Return]] '''[LEVEL UP TUTORIAL]''' '''[The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the dress of the Imperial Counsillor. She immediately sends for the Mayor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Official, and appears to be slightly out of breath. His smile, however, is genuine.]''' Mayor: Welcome to Frontier Island! I am Sebor Lepo, the mayor of this humble outpost. You must be the new Guildmaster. Everything is prepared for you! MC: ...[It seems the Empress sent word ahead...] Mayor: How may I address you and your... friend? MC: My name is [...], and this is Paole Aolicce, my advisor. Paole: *Paole bows* It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. Our youngest offspring is about the age of our new Guildmaster here! We desperately need more blessings of fertility, or we're done for! But enough ruminating on our problems. Let's show you around! Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! '''[The Mayor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Mayor, MC and Paole enter the empty Guild Hall]''' Mayor: And this *the Mayor gestures grandly around* is your own Guild Hall! The Empress had it commissioned years ago. I suppose you were still in training, judging by your years. MC: That's right. ...[Years ago?] Paole: It's not very... spacious, is it? Mayor: All according to Imperial standard, dear Counsellor. The eventual size depends on our dear Guild Master, here. There's plenty of space for expansion. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work! '''[Tutorial on commissioning quests, in the style of the Mayor saying: "Oh! And what do you do now?" Where Paole responds: "The Young Master has to send a party on a ''reconnaissance'' mission to scout out the lands. This will allow him to send larger parties into this area, prepared to kill larger groups of enemies.]''' 3843783a85e5c0f2cfca52990134507bb10b0382 159 156 2023-09-19T08:56:51Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sebor Lepo, Mayor of King's Return]] '''[LEVEL UP TUTORIAL]''' '''[The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the dress of the Imperial Counsillor. She immediately sends for the Mayor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Official, and appears to be slightly out of breath. His smile, however, is genuine.]''' Mayor: Welcome to Frontier Island! I am Sebor Lepo, the mayor of this humble outpost. You must be the new Guildmaster. Everything is prepared for you! MC: ...[It seems the Empress sent word ahead...] Mayor: How may I address you and your... friend? MC: My name is [...], and this is Paole Aolicce, my Counsillor. Paole: *Paole bows* It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. Our youngest offspring is about the age of our new Guildmaster here! We desperately need more blessings of fertility, or we're done for! Paole: The Empress would be moved by your piety. Mayor: Hm, yes. Truth is, when man is long removed from the hustle and bustle of civilization, one tends to reconnect to the divine. Anyway, enough rumination! Let's show you around! Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! '''[The Mayor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Mayor, MC and Paole enter the empty Guild Hall]''' Mayor: And this *the Mayor gestures grandly around* is your own Guild Hall! The Empress had it commissioned years ago. I suppose you were still in training by that time, judging by your years. MC: That's right. ...[Years ago?] Paole: It's not very... spacious, is it? Mayor: All according to Imperial standard, dear Counsellor. The eventual size depends on our dear Guild Master, here. There's plenty of space for expansion. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work! '''[Tutorial on commissioning quests, in the style of the Mayor saying: "Oh! And what do you do now?" Where Paole responds: "The Young Master has to send a party on a ''reconnaissance'' mission to scout out the lands. This will allow him to send larger parties into this area, prepared for more dangerous groups of enemies.]''' Paole: Another quest brought to a satisfying end. Congratulations, Young Master. MC: Thanks, Paole... [Doing this without guidance the Elders sure feels strange. I'm already in trouble anyway, so I might as well focus on the Empress' mission...] Mayor: How exciting! You'll bring in healthy competition for the other Guilds! MC: Yes, I'd love to meet them... [And find out whether they have the same trouble connecting to the Field...] Paole: I suggest we get ourselves acquainted with the lay of this land, Young Master. Meeting your... collegues will come in due time. Mayor: In due time, indeed! I propose we have dinner soon. Let's get to know eachother a bit better, yes? MC: I'd be honored, sir Mayor. dbf7a6cc853ffbe5b2afeee11f70ab72fbab1d38 160 159 2023-09-21T09:37:04Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sebor Lepo, Mayor of King's Return]] '''[LEVEL UP TUTORIAL]''' '''[The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the dress of the Imperial Counsillor. She immediately sends for the Mayor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Official, and appears to be slightly out of breath. His smile, however, is genuine.]''' Mayor: Welcome to Frontier Island! I am Sebor Lepo, the mayor of this humble outpost. You must be the new Guildmaster. Everything is prepared for you! MC: ...[It seems the Empress sent word ahead...] Mayor: How may I address you and your... friend? MC: My name is [...], and this is Paole Aolicce, my Counsillor. Paole: *Paole bows* It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. Our youngest offspring is about the age of our new Guildmaster here! We desperately need more blessings of fertility, or we're done for! Paole: The Empress would be moved by your piety. Mayor: Hm, yes. Truth is, when man is long removed from the hustle and bustle of civilization, one tends to reconnect to the divine. Anyway, enough rumination! Let's show you around! Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! [The Mayor walks ahead, Paole and MC linger for a moment.] Paole: Young Master, I propose we hold off with sharing our experience at sea for now. Disturbing the peace may prove to be... MC: I see... Let's see what the Mayor has to tell us about King's Return for now. '''[The Mayor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Mayor, MC and Paole enter the empty Guild Hall]''' Mayor: And this *the Mayor gestures grandly around* is your own Guild Hall! The Empress had it commissioned years ago. I suppose you were still in training by that time, judging by your years. MC: That's right. ...[Years ago?] Paole: It's not very... spacious, is it? Mayor: All according to Imperial standard, dear Counsellor. The eventual size depends on our dear Guild Master, here. There's plenty of space for expansion. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work! '''[Tutorial on commissioning quests, in the style of the Mayor saying: "Oh! And what do you do now?" Where Paole responds: "The Young Master has to send a party on a ''reconnaissance'' mission to scout out the lands. This will allow him to send larger parties into this area, prepared for more dangerous groups of enemies.]''' Paole: Another quest brought to a satisfying end. Congratulations, Young Master. MC: Thanks, Paole... [Doing this without guidance the Elders sure feels strange. I'm already in trouble anyway, so I might as well focus on the Empress' mission...] Mayor: How exciting! You'll bring in healthy competition for the other Guilds! MC: Yes, I'd love to meet them... [And find out whether they have the same trouble connecting to the Field...] Paole: I suggest we get ourselves acquainted with the lay of this land, Young Master. Meeting your... collegues will come in due time. Mayor: In due time, indeed! I propose we have dinner soon. Let's get to know eachother a bit better, yes? MC: I'd be honored, sir Mayor. abcd03beca71219b3114fa15129d36101b7063e6 161 160 2023-09-21T09:37:29Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sebor Lepo, Mayor of King's Return]] '''[LEVEL UP TUTORIAL]''' '''[The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the dress of the Imperial Counsillor. She immediately sends for the Mayor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Official, and appears to be slightly out of breath. His smile, however, is genuine.]''' Mayor: Welcome to Frontier Island! I am Sebor Lepo, the mayor of this humble outpost. You must be the new Guildmaster. Everything is prepared for you! MC: ...[It seems the Empress sent word ahead...] Mayor: How may I address you and your... friend? MC: My name is [...], and this is Paole Aolicce, my Counsillor. Paole: *Paole bows* It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. Our youngest offspring is about the age of our new Guildmaster here! We desperately need more blessings of fertility, or we're done for! Paole: The Empress would be moved by your piety. Mayor: Hm, yes. Truth is, when man is long removed from the hustle and bustle of civilization, one tends to reconnect to the divine. Anyway, enough rumination! Let's show you around! Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! [The Mayor walks ahead, Paole and MC linger for a moment.] Paole: Young Master, I propose we hold off with sharing our experience at sea for now. Disturbing the peace may prove to be... unwise. MC: I see... Let's see what the Mayor has to tell us about King's Return. '''[The Mayor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Mayor, MC and Paole enter the empty Guild Hall]''' Mayor: And this *the Mayor gestures grandly around* is your own Guild Hall! The Empress had it commissioned years ago. I suppose you were still in training by that time, judging by your years. MC: That's right. ...[Years ago?] Paole: It's not very... spacious, is it? Mayor: All according to Imperial standard, dear Counsellor. The eventual size depends on our dear Guild Master, here. There's plenty of space for expansion. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work! '''[Tutorial on commissioning quests, in the style of the Mayor saying: "Oh! And what do you do now?" Where Paole responds: "The Young Master has to send a party on a ''reconnaissance'' mission to scout out the lands. This will allow him to send larger parties into this area, prepared for more dangerous groups of enemies.]''' Paole: Another quest brought to a satisfying end. Congratulations, Young Master. MC: Thanks, Paole... [Doing this without guidance the Elders sure feels strange. I'm already in trouble anyway, so I might as well focus on the Empress' mission...] Mayor: How exciting! You'll bring in healthy competition for the other Guilds! MC: Yes, I'd love to meet them... [And find out whether they have the same trouble connecting to the Field...] Paole: I suggest we get ourselves acquainted with the lay of this land, Young Master. Meeting your... collegues will come in due time. Mayor: In due time, indeed! I propose we have dinner soon. Let's get to know eachother a bit better, yes? MC: I'd be honored, sir Mayor. 0ae49ff0f0b21423286cfebdf35f2972812dd223 162 161 2023-09-21T09:38:05Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sebor Lepo, Mayor of King's Return]] '''[LEVEL UP TUTORIAL]''' '''[The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the dress of the Imperial Counsillor. She immediately sends for the Mayor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Official, and appears to be slightly out of breath. His smile, however, is genuine.]''' Mayor: Welcome to Frontier Island! I am Sebor Lepo, the mayor of this humble outpost. You must be the new Guildmaster. Everything is prepared for you! MC: ...[It seems the Empress sent word ahead...] Mayor: How may I address you and your... friend? MC: My name is [...], and this is Paole Aolicce, my Counsillor. Paole: *Paole bows* It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. Our youngest offspring is about the age of our new Guildmaster here! We desperately need more blessings of fertility, or we're done for! Paole: The Empress would be moved by your piety. Mayor: Hm, yes. Truth is, when man is long removed from the hustle and bustle of civilization, one tends to reconnect to the divine. Anyway, enough rumination! Let's show you around! Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! [The Mayor walks ahead, Paole and MC linger for a moment.] Paole: Young Master, I propose we hold off with sharing our experience at sea for now. Disturbing the peace may prove to be... unwise. MC: I see... Let's hear what the Mayor has to tell us about King's Return. '''[The Mayor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Mayor, MC and Paole enter the empty Guild Hall]''' Mayor: And this *the Mayor gestures grandly around* is your own Guild Hall! The Empress had it commissioned years ago. I suppose you were still in training by that time, judging by your years. MC: That's right. ...[Years ago?] Paole: It's not very... spacious, is it? Mayor: All according to Imperial standard, dear Counsellor. The eventual size depends on our dear Guild Master, here. There's plenty of space for expansion. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work! '''[Tutorial on commissioning quests, in the style of the Mayor saying: "Oh! And what do you do now?" Where Paole responds: "The Young Master has to send a party on a ''reconnaissance'' mission to scout out the lands. This will allow him to send larger parties into this area, prepared for more dangerous groups of enemies.]''' Paole: Another quest brought to a satisfying end. Congratulations, Young Master. MC: Thanks, Paole... [Doing this without guidance the Elders sure feels strange. I'm already in trouble anyway, so I might as well focus on the Empress' mission...] Mayor: How exciting! You'll bring in healthy competition for the other Guilds! MC: Yes, I'd love to meet them... [And find out whether they have the same trouble connecting to the Field...] Paole: I suggest we get ourselves acquainted with the lay of this land, Young Master. Meeting your... collegues will come in due time. Mayor: In due time, indeed! I propose we have dinner soon. Let's get to know eachother a bit better, yes? MC: I'd be honored, sir Mayor. d47403c7962554b956011421b6eef804522d7f1f 173 162 2023-09-26T14:06:33Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sebor Lepo, Mayor of King's Return]] '''[LEVEL UP TUTORIAL]''' '''[The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the dress of the Imperial Counsillor. She immediately sends for the Mayor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Official, and appears to be slightly out of breath. His smile, however, is genuine.]''' Mayor: Welcome to Frontier Island! I am Sebor Lepo, the mayor of this humble outpost. You must be the new Guildmaster. Everything is prepared for you! MC: ...[It seems the Empress sent word ahead...] Mayor: How may I address you and your... friend? MC: My name is [...], and this is Paole Aolicce, my Counsillor. Paole: *Paole bows* It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. Our youngest offspring is about the age of our new Guildmaster here! We desperately need more blessings of fertility, or we're done for! Paole: The Empress would be moved by your piety. Mayor: Hm, yes. Truth is, when man is long removed from the hustle and bustle of civilization, one tends to reconnect to the divine. Anyway, enough rumination! Let's show you around! Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! [The Mayor walks ahead, Paole and MC linger for a moment.] Paole: Young Master, I propose we hold off with sharing our experience at sea for now. Disturbing the peace may prove to be... unwise. MC: I see... Let's hear what the Mayor has to tell us about King's Return. '''[The Mayor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Mayor, MC and Paole enter the empty Guild Hall]''' Mayor: And this *the Mayor gestures grandly around* is your own Guild Hall! The Empress had it commissioned years ago. I suppose you were still in training by that time, judging by your years. MC: That's right. ...[Years ago?] Paole: It's not very... spacious, is it? Mayor: All according to Imperial standard, dear Counsellor. The eventual size depends on our dear Guild Master, here. There's plenty of space for expansion. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work! '''[Tutorial on commissioning quests, in the style of the Mayor saying: "Oh! And what do you do now?" Where Paole responds: "The Young Master has to send a party on a ''reconnaissance'' mission to scout out the lands. This will allow him to send larger parties into this area, prepared for more dangerous groups of enemies.]''' Paole: Another quest brought to a satisfying end. Congratulations, Young Master. MC: Thanks, Paole... [Strange. Even though I cannot connect to the Field, my Commisions are being approved. There must be an Elder still connected to me!] Mayor: How exciting! You'll bring in healthy competition for the other Guilds! MC: Yes, I'd love to meet them... [And find out what in Heaven's name is going on...] Paole: I suggest we get ourselves acquainted with the lay of this land, Young Master. Meeting your... collegues will come in due time. MC: Yes, I- Girl's voice: Hello? Uncle, are you here? Mayor: Enanna, come in! A young woman enters the Hall. She makes a curtsy to you and Paole, before turning to the Governor. Her tone is soft. Enanna: Uncle, I bring urgent news. A Yonghéng woman, stripped of all clothes, has washed ashore. Furthermore, the fishermen report they cannot get into the deep waters. A giant sea monster appears to be dominating our shores! The Mayor's jolly expression vanishes. His body seems to have turned as rigid as a plank. All he manages to let out are a few squeaks, before he finds his voice again. All blood seems to have disappeared from his face, as he speaks. "We have upset Freana... The Goddess of the Oceans is surely punishing us for one thing or the other! By Thethme's Staff... What are we to do now?" Regaining his composure somewhat, he wipes the transpiration from his now drenched forehead. It seems he forgets to use his handkerchief, using his sleeve instead. Paole turns toward you. He subtly nods towards the Governor with a stern expression. You nod back at him. Paole arranges his face, taking on the look of the calm and collected counsillor. His voice is soothing, providing you with the delightful illusion everything is under control. "Lord Governor, during our travel here, we caught sight of a maritime skirmish in the distance. Because of the storm, we were unable to make out the participants. Maybe the Yonghéng a169e5bb650f2168ac670e1ef3283b9dc8d83b9c 174 173 2023-09-26T16:09:32Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sebor Lepo, Mayor of King's Return]] '''[LEVEL UP TUTORIAL]''' '''[The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the dress of the Imperial Counsillor. She immediately sends for the Mayor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Official, and appears to be slightly out of breath. His smile, however, is genuine.]''' Mayor: Welcome to Frontier Island! I am Sebor Lepo, the mayor of this humble outpost. You must be the new Guildmaster. Everything is prepared for you! MC: ...[It seems the Empress sent word ahead...] Mayor: How may I address you and your... friend? MC: My name is [...], and this is Paole Aolicce, my Counsillor. Paole: *Paole bows* It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. Our youngest offspring is about the age of our new Guildmaster here! We desperately need more blessings of fertility, or we're done for! Paole: The Empress would be moved by your piety. Mayor: Hm, yes. Truth is, when man is long removed from the hustle and bustle of civilization, one tends to reconnect to the divine. Anyway, enough rumination! Let's show you around! Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! [The Mayor walks ahead, Paole and MC linger for a moment.] Paole: Young Master, I propose we hold off with sharing our experience at sea for now. Disturbing the peace may prove to be... unwise. MC: I see... Let's hear what the Mayor has to tell us about King's Return. '''[The Mayor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Mayor, MC and Paole enter the empty Guild Hall]''' Mayor: And this *the Mayor gestures grandly around* is your own Guild Hall! The Empress had it commissioned years ago. I suppose you were still in training by that time, judging by your years. MC: That's right. ...[Years ago?] Paole: It's not very... spacious, is it? Mayor: All according to Imperial standard, dear Counsellor. The eventual size depends on our dear Guild Master, here. There's plenty of space for expansion. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work! '''[Tutorial on commissioning quests, in the style of the Mayor saying: "Oh! And what do you do now?" Where Paole responds: "The Young Master has to send a party on a ''reconnaissance'' mission to scout out the lands. This will allow him to send larger parties into this area, prepared for more dangerous groups of enemies.]''' Paole: Another quest brought to a satisfying end. Congratulations, Young Master. MC: Thanks, Paole... [Strange. Even though I cannot connect to the Field, my Commisions are being approved. There must be an Elder still connected to me!] Mayor: How exciting! You'll bring in healthy competition for the other Guilds! MC: Yes, I'd love to meet them... [And find out what in Heaven's name is going on...] Paole: I suggest we get ourselves acquainted with the lay of this land, Young Master. Meeting your... collegues will come in due time. MC: Yes, I- Girl's voice: Hello? Uncle, are you here? Mayor: Enanna, come in! A young woman enters the Hall. She makes a curtsy to you and Paole, before turning to the Governor. Her tone is soft. Enanna: Uncle, I bring urgent news. A Yonghéng woman, stripped of all clothes, has washed ashore. Furthermore, the fishermen report they cannot get into the deep waters. A giant sea monster appears to be dominating our shores! The Mayor's jolly expression vanishes. His body seems to have turned as rigid as a plank. All he manages to let out are a few squeaks, before he finds his voice again. All blood seems to have disappeared from his face, as he speaks. "We have upset Freana... The Goddess of the Oceans is surely punishing us for one thing or the other! By Thethme's Staff... What are we to do now?" Regaining his composure somewhat, he wipes the transpiration from his now drenched forehead. The Governor forgets his handkerchief, using his sleeve instead. After a second, he seems to remember where he is, and with whom. "Forgive me, gentlemen. I have to leave. Tomorrow, I will send for you to have dinner in my abode. I hope to see you then. If you'll excuse me..." With big strides, the Governor leaves. The girl locks eyes with you for an instant and smiles, before she bows and follows her uncle. Paole sighs. "It seems our arrival brings bad tidings, Young Master. Let's set up the Guild as good as we can. We shouldn't forget the reason we're here!" [From here on, the game opens up. The player is free to talk to Paole about their mission. After one day, the Governor will send an invitation for the player to come over, which will trigger the next part of the story.] d1fb2554731ce3c295dd0dc7e16a7baad964605a 175 174 2023-09-26T16:12:49Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sebor Lepo, Mayor of King's Return]] '''[LEVEL UP TUTORIAL]''' '''[The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the dress of the Imperial Counsillor. She immediately sends for the Mayor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Official, and appears to be slightly out of breath. His smile, however, is genuine.]''' Mayor: Welcome to Frontier Island! I am Sebor Lepo, the mayor of this humble outpost. You must be the new Guildmaster. Everything is prepared for you! MC: ...[It seems the Empress sent word ahead...] Mayor: How may I address you and your... friend? MC: My name is [...], and this is Paole Aolicce, my Counsillor. Paole: *Paole bows* It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. Our youngest offspring is about the age of our new Guildmaster here! We desperately need more blessings of fertility, or we're done for! Paole: The Empress would be moved by your piety. Mayor: Hm, yes. Truth is, when man is long removed from the hustle and bustle of civilization, one tends to reconnect to the divine. Anyway, enough rumination! Let's show you around! Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! [The Mayor walks ahead, Paole and MC linger for a moment.] Paole: Young Master, I propose we hold off with sharing our experience at sea for now. Disturbing the peace may prove to be... unwise. MC: I see... Let's hear what the Mayor has to tell us about King's Return. '''[The Mayor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Mayor, MC and Paole enter the empty Guild Hall]''' Mayor: And this *the Mayor gestures grandly around* is your own Guild Hall! The Empress had it commissioned years ago. I suppose you were still in training by that time, judging by your years. MC: That's right. ...[Years ago?] Paole: It's not very... spacious, is it? Mayor: All according to Imperial standard, dear Counsellor. The eventual size depends on our dear Guild Master, here. There's plenty of space for expansion. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work! '''[Tutorial on commissioning quests, in the style of the Mayor saying: "Oh! And what do you do now?" Where Paole responds: "The Young Master has to send a party on a ''reconnaissance'' mission to scout out the lands. This will allow him to send larger parties into this area, prepared for more dangerous groups of enemies.]''' Paole: Another quest brought to a satisfying end. Congratulations, Young Master. MC: Thanks, Paole... [Strange. Even though I cannot connect to the Field, my Commisions are being approved. There must be an Elder still connected to me!] Mayor: How exciting! You'll bring in healthy competition for the other Guilds! MC: Yes, I'd love to meet them... [And find out what in Heaven's name is going on...] Paole: I suggest we get ourselves acquainted with the lay of this land, Young Master. Meeting your... collegues will come in due time. MC: Yes, I- Girl's voice: Hello? Uncle, are you here? Mayor: Enanna, come in! A young woman enters the Hall. She makes a curtsy to you and Paole, before turning to the Governor. Her tone is soft. Enanna: Uncle, I bring urgent news. A Yonghéng woman, stripped of all clothes, has washed ashore. Furthermore, the fishermen report they cannot get into the deep waters. A giant sea monster appears to be dominating our shores! The Mayor's jolly expression vanishes. His body seems to have turned as rigid as a plank. All he manages to let out are a few squeaks, before he finds his voice again. All blood seems to have disappeared from his face, as he speaks. "We have upset Freana... The Goddess of the Oceans is surely punishing us for one thing or the other! By Thethme's Staff... What are we to do now?" Regaining his composure somewhat, he wipes the transpiration from his now drenched forehead. The Governor forgets his handkerchief, using his sleeve instead. After a second, he seems to remember where he is, and with whom. "Forgive me, gentlemen. I have to leave. Tomorrow, I will send for you to have dinner in my abode. I hope to see you then. If you'll excuse me..." With big strides, the Governor leaves. The girl locks eyes with you for an instant and smiles, before she bows and follows her uncle. Paole sighs. "It seems our arrival brings bad tidings, Young Master. Let's set up the Guild as good as we can. We shouldn't forget the reason we're here!" [From here on, the game opens up. The player is free to talk to Paole about their mission. After one day, the Governor will send an invitation for the player to come over, which will trigger the next part of the story when the player decides to go visit.] 4d277de6ff26133651ff7f9de5671a3f126bb510 200 175 2023-09-27T13:53:50Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sebor Lepo, Mayor of King's Return]] '''[LEVEL UP TUTORIAL]''' The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the vestments of the Royal Counsillor. She immediately sends for the Governor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Prelate, and appears to be slightly out of breath. His smile, however, is genuine. <br> He addresses Paole after bowing to him, as he begins to speak with a warm voice. His eyes, however, betray a flicker of fear. "Welcome to Frontier Island! I am Sebor Lepo, governor of this humble outpost. To what do I owe this honor, Master Counsillor?" Paole can't help but to show a hint of a smirk, then nods to you. "My name is Paole Aolicce, and this is Young Master [...]I serve as his adviser." Sebor sighs of relief. "Ah, an honor to meet you in the flesh, Master Aolicce. I loved your work on the illuminations of Tetzel's prophecies." He then bows to you. "Your personal Counsillor, eh? You must be quite the Aennea, then!" "Paole is indispensable to me, your Honor. His advice is invaluable." Sabor laughs, "Please! Call me Sabor!" Paole bows. Paole: It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. Our youngest offspring is about the age of our new Guildmaster here! We desperately need more blessings of fertility, or we're done for! Paole: The Empress would be moved by your dedication. Governor: Hm, yes. Truth is, when man is long removed from the hustle and bustle of civilization, one tends to reconnect to the divine. Anyway, enough rumination! Let's show you around! Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! [The Governor walks ahead, Paole and MC linger for a moment.] Paole: Young Master, I propose we hold off with sharing our experience at sea for now. Disturbing the peace may prove to be... unwise. MC: I see... Let's hear what the Governor has to tell us about King's Return. '''[The Mayor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Mayor, MC and Paole enter the empty Guild Hall]''' Mayor: And this *the Mayor gestures grandly around* is your own Guild Hall! The Empress had it commissioned years ago. I suppose you were still in training by that time, judging by your years. MC: That's right. ...[Years ago?] Paole: It's not very... spacious, is it? Mayor: All according to Imperial standard, dear Counsellor. The eventual size depends on our dear Guild Master, here. There's plenty of space for expansion. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work! '''[Tutorial on commissioning quests, in the style of the Mayor saying: "Oh! And what do you do now?" Where Paole responds: "The Young Master has to send a party on a ''reconnaissance'' mission to scout out the lands. This will allow him to send larger parties into this area, prepared for more dangerous groups of enemies.]''' Paole: Another quest brought to a satisfying end. Congratulations, Young Master. MC: Thanks, Paole... [Strange. Even though I cannot connect to the Field, my Commisions are being approved. There must be an Elder still connected to me!] Mayor: How exciting! You'll bring in healthy competition for the other Guilds! MC: Yes, I'd love to meet them... [And find out what in Heaven's name is going on...] Paole: I suggest we get ourselves acquainted with the lay of this land, Young Master. Meeting your... collegues will come in due time. MC: Yes, I- Girl's voice: Hello? Uncle, are you here? Mayor: Enanna, come in! A young woman enters the Hall. She makes a curtsy to you and Paole, before turning to the Governor. Her tone is soft. Enanna: Uncle, I bring urgent news. A Yonghéng woman, stripped of all clothes, has washed ashore. Furthermore, the fishermen report they cannot get into the deep waters. A giant sea monster appears to be dominating our shores! The Mayor's jolly expression vanishes. His body seems to have turned as rigid as a plank. All he manages to let out are a few squeaks, before he finds his voice again. All blood seems to have disappeared from his face, as he speaks. "We have upset Freana... The Goddess of the Oceans is surely punishing us for one thing or the other! By Thethme's Staff... What are we to do now?" Regaining his composure somewhat, he wipes the transpiration from his now drenched forehead. The Governor forgets his handkerchief, using his sleeve instead. After a second, he seems to remember where he is, and with whom. "Forgive me, gentlemen. I have to leave. Tomorrow, I will send for you to have dinner in my abode. I hope to see you then. If you'll excuse me..." With big strides, the Governor leaves. The girl locks eyes with you for an instant and smiles, before she bows and follows her uncle. Paole sighs. "It seems our arrival brings bad tidings, Young Master. Let's set up the Guild as good as we can. We shouldn't forget the reason we're here!" [From here on, the game opens up. The player is free to talk to Paole about their mission. After one day, the Governor will send an invitation for the player to come over, which will trigger the next part of the story when the player decides to go visit.] 8a4cfaa72db7cf45bd839441934f0c8c28d6593d Game Feature Ideas 0 44 157 145 2023-09-17T09:14:02Z Who's Jellies? 2 wikitext text/x-wiki == Ideas for Gameplay Features == === Carpenters Guild === Think of the Fellowship of the Ring, embarking on their quest to save Middle-Earth. Their fondness for eachother growing through the (mis)fortunes they share. Think of Don Corleone, building his Empire as the Godfather. Starting as a nobody, gradually winning the respect of New York by making strategic investments; rewarding friends and punishing foes. Think of Indiana Jones, probing deep into ancient temples to seek out artefacts forgotten by history. The thrill of finding out what lies beyond a cramped hallway inside of a dim crypt. Think of Harry Potter, thinking outside of the box to find the magical means to discover the next obstacle in his life. Every reader dazzled by the possibilities presented in the world of Wizarding and Witchcraft. Did you, at any point during this exercise, think of crafting a chair? These are what pulls the adventurous minded into those worlds. They want to experience these lives, instead of their bland everyday ones. Crafting can be fun! In a game as Terraria, the player is incenti === Master Crafts(wo)men === Paole: Young Master, it seems you have acquired the necessary materials for an Alchemy Lab. If you wish to harness the power of those... dubious concoctions, I recommend you build one as soon as you see fit. I'm sure word would get around town quickly that you have an available workspace for an Alchemist... [The Player builds a Lab] Next day... Paole: Young Master, it seems my prediction was accurate. An Alchemist would like to strike a deal with you for using your lab. Would you like to meet him? Yes. Paole: I have to warn you. These... people... are stranger than their exterior might suggest. [A lanky elderly man approaches Syren. He is balding and slightly hunched over. His face looks intelligent, but completely crazy. His exotic clothes are saturated with colors and chemistry paraphernalia.] Alchemist: Yes? What is it you want? Syren: B-but, you requested an audience with me! Alchemist: Ah, yes. You're the Guildmaster! Excellent. So, where is my lab? Syren: Your lab? My lab you mean! Alchemist: Your lab. My lab. What do these details matter? The important thing is how we may bring those opposites together! Here's my proposition. You allow me to use your lab for my personal experiments, and in turn, I will produce potions for you. Of course, you will have to deliver the ingredients for those. I could also employ unpaid interns- err... assistants, I mean, to acquire materials and perform other menial tasks, like the brewing of potions and sweeping the floor. On your costs, of course! Syren: So, you get to experiment under the roof of MY Guild, and let me pay for your assistants on top of that? Alchemist: Look at it like this. What good would those youths be without my sagacious guidance? Furthermore, you'll only have to tell me what you need, and I'll govern the helps to do what's necessary. A driven young man like yourself has limited time to worry about things like these. Let me take care of that! And who knows? I have a good ear for compelling rumors. I might pick up an interesting clue for rare findings on the Island... So, how about it? Shall we shake hands on it? Quickly now, I'm orally testing the potency of an ingredient I acquired yesterday, and I don't know how communicative I'll be within the hour! * Master Craftsmen give the Player a central place for governing the artisans the Guild houses. Through these Craftsmen, the Player can sell, buy or commission items he needs, and in what order he would like them. So a player could order alchemical ingredients first, and have potions brewed from them. The assistants of the Crafter then first gather these ingredients, before brewing the potions requiring these. The Player can order how many units of ingredients he wants to be collected, before using those to create a set amount of potions. This allows the Player to start the process and not have to worry about micromanaging the Assistants. This is what it would look like. {| class="wikitable" |+ Potion crafting |- ! Priority !! Action !! Amount |- | First || Acquire [ingredient 1] || 10 |- | Second || Acquire [ingredient 2] || 5 |- | Third || Brew [potion that requires two ingredient 1 and one ingredient 2] || 5 |} * Another benefit for the Player would be that the Craftsmen make for great characters to interact with. This allows for lore exposition and reactions to the Player's actions. Also, these characters are ideal springboards for starting side quests. === Feats === ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther dodge. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit with the knockback increase, and put the CDR on attacks on my Rogue, so his attacks become like a whirlwind of pain. Oh! I get a feat every other level? And access to new feats every five levels? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." Feats will give players a way to fine-tune their Adventurers. No two Adventurers will be the same, even if they are of the same class. Adventurers may be given feats and stats to make them greater specialists. Imagine an Archer who is an expert Plant hunter in the Woods. Or a Warrior who fares well against large groups of enemies in the Plains. The benefit for the developers is that leveling now becomes something to look forward to, because every two levels bring a significant impact on a character. The player wants to level once more, because that level will contribute to the build he has in mind for his adventurers. "Oh, next level I can get that increase in attack range! That'd be sick for my sharpshooter Archer. Let's take one more commission..." Feats can be lifted from any DnD game, and adapted to Guild Legend. === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several desirable points for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - By investing in the construction of a running track, wrestling ring and/or meditation centre, the stats of all adventurers gain bonus increases. Not to mention the Frontier will be filled with Mr Olympia contenders. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. 8ae0d2ee4d6bc8dadf83d6fd7b78b09db6a5bfa0 164 157 2023-09-21T10:06:48Z Who's Jellies? 2 wikitext text/x-wiki == Ideas for Gameplay Features == === Carpenters Guild === Think of the Fellowship of the Ring, embarking on their quest to save Middle-Earth. Their fondness for eachother growing through the (mis)fortunes they share. Think of Don Corleone, building his Empire as the Godfather. Starting as a nobody, gradually winning the respect of New York by making strategic investments; rewarding friends and punishing foes. Think of Indiana Jones, probing deep into ancient temples to seek out artefacts forgotten by history. The thrill of finding out what lies beyond a cramped hallway inside of a dim crypt. Think of Harry Potter, thinking outside of the box to find the magical means to discover the next obstacle in his life. Every reader dazzled by the possibilities presented in the world of Wizarding and Witchcraft. Did you, at any point during this exercise, think of crafting a chair? These are what pulls the adventurous minded into those worlds. They want to experience these lives, instead of their bland everyday ones. Crafting can be fun! In a game as Terraria, the player is incentivized to explore for finding new materials necessary for progression. Minecraft also thrives on crafting, just like how Rimworld does. Building furniture and tools make perfect sense in these games. This is because they have a strong survival aspect to them. Guild Legends, however, should be about the construction of an empire and about adventure! === Master Crafts(wo)men === Paole: Young Master, it seems you have acquired the necessary materials for an Alchemy Lab. If you wish to harness the power of those... dubious concoctions, I recommend you build one as soon as you see fit. I'm sure word would get around town quickly that you have an available workspace for an Alchemist... [The Player builds a Lab] Next day... Paole: Young Master, it seems my prediction was accurate. An Alchemist would like to strike a deal with you for using your lab. Would you like to meet him? Yes. Paole: I have to warn you. These... people... are stranger than their exterior might suggest. [A lanky elderly man approaches Syren. He is balding and slightly hunched over. His face looks intelligent, but completely crazy. His exotic clothes are saturated with colors and chemistry paraphernalia.] Alchemist: Yes? What is it you want? Syren: B-but, you requested an audience with me! Alchemist: Ah, yes. You're the Guildmaster! Excellent. So, where is my lab? Syren: Your lab? My lab you mean! Alchemist: Your lab. My lab. What do these details matter? The important thing is how we may bring those opposites together! Here's my proposition. You allow me to use your lab for my personal experiments, and in turn, I will produce potions for you. Of course, you will have to deliver the ingredients for those. I could also employ unpaid interns- err... assistants, I mean, to acquire materials and perform other menial tasks, like the brewing of potions and sweeping the floor. On your costs, of course! Syren: So, you get to experiment under the roof of MY Guild, and let me pay for your assistants on top of that? Alchemist: Look at it like this. What good would those youths be without my sagacious guidance? Furthermore, you'll only have to tell me what you need, and I'll govern the helps to do what's necessary. A driven young man like yourself has limited time to worry about things like these. Let me take care of that! And who knows? I have a good ear for compelling rumors. I might pick up an interesting clue for rare findings on the Island... So, how about it? Shall we shake hands on it? Quickly now, I'm orally testing the potency of an ingredient I acquired yesterday, and I don't know how communicative I'll be within the hour! * Master Craftsmen give the Player a central place for governing the artisans the Guild houses. Through these Craftsmen, the Player can sell, buy or commission items he needs, and in what order he would like them. So a player could order alchemical ingredients first, and have potions brewed from them. The assistants of the Crafter then first gather these ingredients, before brewing the potions requiring these. The Player can order how many units of ingredients he wants to be collected, before using those to create a set amount of potions. This allows the Player to start the process and not have to worry about micromanaging the Assistants. This is what it would look like. {| class="wikitable" |+ Potion crafting |- ! Priority !! Action !! Amount |- | First || Acquire [ingredient 1] || 10 |- | Second || Acquire [ingredient 2] || 5 |- | Third || Brew [potion that requires two ingredient 1 and one ingredient 2] || 5 |} * Another benefit for the Player would be that the Craftsmen make for great characters to interact with. This allows for lore exposition and reactions to the Player's actions. Also, these characters are ideal springboards for starting side quests. === Feats === ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther dodge. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit with the knockback increase, and put the CDR on attacks on my Rogue, so his attacks become like a whirlwind of pain. Oh! I get a feat every other level? And access to new feats every five levels? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." Feats will give players a way to fine-tune their Adventurers. No two Adventurers will be the same, even if they are of the same class. Adventurers may be given feats and stats to make them greater specialists. Imagine an Archer who is an expert Plant hunter in the Woods. Or a Warrior who fares well against large groups of enemies in the Plains. The benefit for the developers is that leveling now becomes something to look forward to, because every two levels bring a significant impact on a character. The player wants to level once more, because that level will contribute to the build he has in mind for his adventurers. "Oh, next level I can get that increase in attack range! That'd be sick for my sharpshooter Archer. Let's take one more commission..." Feats can be lifted from any DnD game, and adapted to Guild Legend. === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several desirable points for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - By investing in the construction of a running track, wrestling ring and/or meditation centre, the stats of all adventurers gain bonus increases. Not to mention the Frontier will be filled with Mr Olympia contenders. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. 61e7359ec3a91c7c0915196412f9f33d9f36eaad 165 164 2023-09-22T12:56:32Z Who's Jellies? 2 wikitext text/x-wiki == Ideas for Gameplay Features == === Dungeon Crawls! === The Adventurers enter the Overgrown Crypt. The sunlight falters inside these mossy walls, causing the party to squint their eyes. In the distance, amid the pitpatting of water falling from stalactites, their ears pick up sounds resembling a low groaning. It smells of plants, stale water and something else here. Something... sickening and sweet. A warm wind seems to blow from deeper inside the Crypt. What do you do? > 1. Light a torch (25% chance of combat). 2. Go deeper into the Crypt. 3. Look for rare ingredients (30% success rate, 20% chance of a combat encounter) 4. Drink a potion. 5. Leave. Your party light a torch. Its light dances on the plants that grow thick in this room. The Adventurers hold their breaths. Have they been spotted? It appears not... With a sigh of relief, they look around. The damp air makes the torch flicker. What do you do? 1. Go deeper into the Crypt. > 2. Look for rare ingredients (80% success rate, 50% chance of a combat encounter) 3. Extinguish torch 4. Drink a potion. 5. Leave As the Adventurers skim through the strange flora, they lose sight of their surroundings. The Spellslinger's eyes widen as he finds a rare specimen of plant. Triumphantly he calls his partner. He is taken aback, however, as the Warrior doesn't answer his joyous outcry with similar passion. Instead, the man's face appears to've been drained of all blood. The Spellslinger turns around in alarm, and he sees twitching mounds of flesh and fungus approaching rapidly. How could they have missed their groans, let alone the smell? Prepare for combat! ''[Combat with Fungi Zombi's ensues]'' The battle is over. Would you like your party to drink a Potion of Inspiration, or one of Health? > 1. Potion of Inspiration (replenishes Motivation) 2. Potion of Health (restores Health) 3. None. The Adventurers down their vials. Their spirits soar, and they feel their Guildmaster's comforting presence in the back of their minds. The horrors of the skirmish are easily forgotten. Only the glory and newly acquired riches remain. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Drink a potion. 4. Leave. Invigorated, the Adventurers continue their journey into the bowels of the Crypt. The light of the torch serves them well, as they easily pass the thorny tendrils that haphazardly grow along the walls and ceiling of the Crypt. The sweet stench is growing noticably stronger, and the wind keeps gently blowing the uncomfortably warm air into the party's faces. The walls are lined with niches, wherein wooden caskets have found their final resting place. Some caskets are intact, while others appear to have been broken open from the inside. All are covered with varying degrees of an unknown mycelium. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Inspect caskets. (50% ???, 50% chance of combat) 4. Drink potion. 5. Leave. The party decides the risk is probably not worth the reward this time. Although their fluttering hearts are grateful, they can't help but wonder what mysteries they have left in those caskets... However, time for reflection is short, as a great, open door is approached. The stench is almost unbearable now. "We must be nearing the source of that Gods-awful stench," one of the companions whispers. The Adventurers find themselves likening the Crypt to an enormous carcass, that they have descended into. The warm, humid wind creates the illusion of rotten breath, wafting over them. Their senses are dizzied by the many stimuli. The only consolation is their torch, who's light is like a friend, no, a mother to them. What would they be outside of its aura of safety? The growth has become thicker, the closer the party has come to the door. Without sunlight, the leaves are left a pale white. Their ghostly appendages have to be moved out of the way for the party to pass. Where the plants touch clothing or skin, a wetness is left that makes the Adventurers feel like the Crypt is releasing saliva. It prepares to devour those who have clambered down its maw voluntarily. The party is now standing at the door. Peering beyond, they can make out a giant shape. It pulses and throbs. A curiosity is awakened in the Adventurers. A curiosity not unlike that aroused by the mortally wounded or very sick. What do you do? 1. Enter the Chamber (Boss fight). 2. Extinguish torch. > 3. Drink potion. 4. Leave. What potion would you like to drink? 1. Potion of Health (restore health) > 2. Potion of Strength (increase Strength) 3. Potion of Potency (increase Magic Damage) 4. Go back. The party members down their vials. A new energy courses through their veins, making their muscles bulge in their clothes. What do you do? > 1. Enter the Chamber. 2. Extinguish torch. 3. Leave. Invigorated, the Party enters the great Chamber. The ceiling is too high to be seen. Overgrown pillars jut out of the stone floor. In the center of the room lies a... creature. It resembles a giant baby, lying on it's side. Plants and fungi seem to grow incessantly out of the foul thing. As the party gets close to it, its face contorts, as if in agony. The party holds, but too late. The creature opens its milky eyes, and fastens its gaze upon the Adventurers. It releases a deafening shriek, and rises up. From all corners, shuffling movement is detected. Prepare for combat! What is an Adventurer without a good Dungeon to crawl through? For quests, setting up dungeons in text format allows us to implement this staple of Fantasy games. Next to the text, we can add pictures to add a visual side to the stories. Furthermore, it enables us to tell a story, while focusing on the strenght of Guild Legends, the combat! I also tried to give a good incentive for acquiring potions and ingredients. === Carpenters Guild === Think of the Fellowship of the Ring, embarking on their quest to save Middle-Earth. Their fondness for eachother growing through the (mis)fortunes they share. Think of Don Corleone, building his Empire as the Godfather. Starting as a nobody, gradually winning the respect of New York by making strategic investments; rewarding friends and punishing foes. Think of Indiana Jones, probing deep into ancient temples to seek out artefacts forgotten by history. The thrill of finding out what lies beyond a cramped hallway inside of a dim crypt. Think of Harry Potter, thinking outside of the box to find the magical means to discover the next obstacle in his life. Every reader dazzled by the possibilities presented in the world of Wizarding and Witchcraft. Did you, at any point during this exercise, think of crafting a chair? These are what pulls the adventurous minded into those worlds. They want to experience these lives, instead of their bland everyday ones. Crafting can be fun! In a game as Terraria, the player is incentivized to explore for finding new materials necessary for progression. Minecraft also thrives on crafting, just like how Rimworld does. Building furniture and tools make perfect sense in these games. This is because they have a strong survival aspect to them. Guild Legends, however, should be about the construction of an empire and about adventure! === Master Crafts(wo)men === Paole: Young Master, it seems you have acquired the necessary materials for an Alchemy Lab. If you wish to harness the power of those... dubious concoctions, I recommend you build one as soon as you see fit. I'm sure word would get around town quickly that you have an available workspace for an Alchemist... [The Player builds a Lab] Next day... Paole: Young Master, it seems my prediction was accurate. An Alchemist would like to strike a deal with you for using your lab. Would you like to meet him? Yes. Paole: I have to warn you. These... people... are stranger than their exterior might suggest. [A lanky elderly man approaches Syren. He is balding and slightly hunched over. His face looks intelligent, but completely crazy. His exotic clothes are saturated with colors and chemistry paraphernalia.] Alchemist: Yes? What is it you want? Syren: B-but, you requested an audience with me! Alchemist: Ah, yes. You're the Guildmaster! Excellent. So, where is my lab? Syren: Your lab? My lab you mean! Alchemist: Your lab. My lab. What do these details matter? The important thing is how we may bring those opposites together! Here's my proposition. You allow me to use your lab for my personal experiments, and in turn, I will produce potions for you. Of course, you will have to deliver the ingredients for those. I could also employ unpaid interns- err... assistants, I mean, to acquire materials and perform other menial tasks, like the brewing of potions and sweeping the floor. On your costs, of course! Syren: So, you get to experiment under the roof of MY Guild, and let me pay for your assistants on top of that? Alchemist: Look at it like this. What good would those youths be without my sagacious guidance? Furthermore, you'll only have to tell me what you need, and I'll govern the helps to do what's necessary. A driven young man like yourself has limited time to worry about things like these. Let me take care of that! And who knows? I have a good ear for compelling rumors. I might pick up an interesting clue for rare findings on the Island... So, how about it? Shall we shake hands on it? Quickly now, I'm orally testing the potency of an ingredient I acquired yesterday, and I don't know how communicative I'll be within the hour! * Master Craftsmen give the Player a central place for governing the artisans the Guild houses. Through these Craftsmen, the Player can sell, buy or commission items he needs, and in what order he would like them. So a player could order alchemical ingredients first, and have potions brewed from them. The assistants of the Crafter then first gather these ingredients, before brewing the potions requiring these. The Player can order how many units of ingredients he wants to be collected, before using those to create a set amount of potions. This allows the Player to start the process and not have to worry about micromanaging the Assistants. This is what it would look like. {| class="wikitable" |+ Potion crafting |- ! Priority !! Action !! Amount |- | First || Acquire [ingredient 1] || 10 |- | Second || Acquire [ingredient 2] || 5 |- | Third || Brew [potion that requires two ingredient 1 and one ingredient 2] || 5 |} * Another benefit for the Player would be that the Craftsmen make for great characters to interact with. This allows for lore exposition and reactions to the Player's actions. Also, these characters are ideal springboards for starting side quests. === Feats === ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther dodge. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit with the knockback increase, and put the CDR on attacks on my Rogue, so his attacks become like a whirlwind of pain. Oh! I get a feat every other level? And access to new feats every five levels? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." Feats will give players a way to fine-tune their Adventurers. No two Adventurers will be the same, even if they are of the same class. Adventurers may be given feats and stats to make them greater specialists. Imagine an Archer who is an expert Plant hunter in the Woods. Or a Warrior who fares well against large groups of enemies in the Plains. The benefit for the developers is that leveling now becomes something to look forward to, because every two levels bring a significant impact on a character. The player wants to level once more, because that level will contribute to the build he has in mind for his adventurers. "Oh, next level I can get that increase in attack range! That'd be sick for my sharpshooter Archer. Let's take one more commission..." Feats can be lifted from any DnD game, and adapted to Guild Legend. === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several desirable points for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - By investing in the construction of a running track, wrestling ring and/or meditation centre, the stats of all adventurers gain bonus increases. Not to mention the Frontier will be filled with Mr Olympia contenders. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. 65f8938e8ffccc5febdf88f730d681c5735ee2b1 166 165 2023-09-22T12:57:11Z Who's Jellies? 2 wikitext text/x-wiki == Ideas for Gameplay Features == === Dungeon Crawls! === The Adventurers enter the Overgrown Crypt. The sunlight falters inside these mossy walls, causing the party to squint their eyes. In the distance, amid the pitpatting of water falling from stalactites, their ears pick up sounds resembling a low groaning. It smells of plants, stale water and something else here. Something... sickening and sweet. A warm wind seems to blow from deeper inside the Crypt. What do you do? > 1. Light a torch (25% chance of combat). 2. Go deeper into the Crypt. 3. Look for rare ingredients (30% success rate, 20% chance of a combat encounter) 4. Drink a potion. 5. Leave. Your party light a torch. Its light dances on the plants that grow thick in this room. The Adventurers hold their breaths. Have they been spotted? It appears not... With a sigh of relief, they look around. The damp air makes the torch flicker. What do you do? 1. Go deeper into the Crypt. > 2. Look for rare ingredients (80% success rate, 50% chance of a combat encounter) 3. Extinguish torch 4. Drink a potion. 5. Leave As the Adventurers skim through the strange flora, they lose sight of their surroundings. The Spellslinger's eyes widen as he finds a rare specimen of plant. Triumphantly he calls his partner. He is taken aback, however, as the Warrior doesn't answer his joyous outcry with similar passion. Instead, the man's face appears to've been drained of all blood. The Spellslinger turns around in alarm, and he sees twitching mounds of flesh and fungus approaching rapidly. How could they have missed their groans, let alone the smell? Prepare for combat! ''[Combat with Fungi Zombi's ensues]'' The battle is over. Would you like your party to drink a Potion of Inspiration, or one of Health? > 1. Potion of Inspiration (replenishes Motivation) 2. Potion of Health (restores Health) 3. None. The Adventurers down their vials. Their spirits soar, and they feel their Guildmaster's comforting presence in the back of their minds. The horrors of the skirmish are easily forgotten. Only the glory and newly acquired riches remain. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Drink a potion. 4. Leave. Invigorated, the Adventurers continue their journey into the bowels of the Crypt. The light of the torch serves them well, as they easily pass the thorny tendrils that haphazardly grow along the walls and ceiling of the Crypt. The sweet stench is growing noticably stronger, and the wind keeps gently blowing the uncomfortably warm air into the party's faces. The walls are lined with niches, wherein wooden caskets have found their final resting place. Some caskets are intact, while others appear to have been broken open from the inside. All are covered with varying degrees of an unknown mycelium. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Inspect caskets. (50% ???, 50% chance of combat) 4. Drink potion. 5. Leave. The party decides the risk is probably not worth the reward this time. Although their fluttering hearts are grateful, they can't help but wonder what mysteries they have left in those caskets... However, time for reflection is short, as a great, open door is approached. The stench is almost unbearable now. "We must be nearing the source of that Gods-awful stench," one of the companions whispers. The Adventurers find themselves likening the Crypt to an enormous carcass, that they have descended into. The warm, humid wind creates the illusion of rotten breath, wafting over them. Their senses are dizzied by the many stimuli. The only consolation is their torch, who's light is like a friend, no, a mother to them. What would they be outside of its aura of safety? The growth has become thicker, the closer the party has come to the door. Without sunlight, the leaves are left a pale white. Their ghostly appendages have to be moved out of the way for the party to pass. Where the plants touch clothing or skin, a wetness is left that makes the Adventurers feel like the Crypt is releasing saliva. It prepares to devour those who have clambered down its maw voluntarily. The party is now standing at the door. Peering beyond, they can make out a giant shape. It pulses and throbs. A curiosity is awakened in the Adventurers. A curiosity not unlike that aroused by the mortally wounded or very sick. What do you do? 1. Enter the Chamber (Boss fight). 2. Extinguish torch. > 3. Drink potion. 4. Leave. What potion would you like to drink? 1. Potion of Health (restore health) > 2. Potion of Strength (increase Strength) 3. Potion of Potency (increase Magic Damage) 4. Go back. The party members down their vials. A new energy courses through their veins, making their muscles bulge in their clothes. What do you do? > 1. Enter the Chamber. 2. Extinguish torch. 3. Leave. Invigorated, the Party enters the great Chamber. The ceiling is too high to be seen. Overgrown pillars jut out of the stone floor. In the center of the room lies a... creature. It resembles a giant baby, lying on it's side. Plants and fungi seem to grow incessantly out of the foul thing. As the party gets close to it, its face contorts, as if in agony. The party holds, but too late. The creature opens its milky eyes, and fastens its gaze upon the Adventurers. It releases a deafening shriek, and rises up. From all corners, shuffling movement is detected. Prepare for combat! What is an Adventurer without a good Dungeon to crawl through? For quests, setting up dungeons in text format allows us to implement this staple of Fantasy games. Next to the text, we can add pictures to add a visual side to the stories. Furthermore, it enables us to tell a story, while focusing on the strenght of Guild Legends, the combat! I also tried to give a good incentive for acquiring potions and ingredients. === Carpenters Guild === Think of the Fellowship of the Ring, embarking on their quest to save Middle-Earth. Their fondness for eachother growing through the (mis)fortunes they share. Think of Don Corleone, building his Empire as the Godfather. Starting as a nobody, gradually winning the respect of New York by making strategic investments; rewarding friends and punishing foes. Think of Indiana Jones, probing deep into ancient temples to seek out artefacts forgotten by history. The thrill of finding out what lies beyond a cramped hallway inside of a dim crypt. Think of Harry Potter, thinking outside of the box to find the magical means to discover the next obstacle in his life. Every reader dazzled by the possibilities presented in the world of Wizarding and Witchcraft. Did you, at any point during this exercise, think of crafting a chair? These are what pulls the adventurous minded into those worlds. They want to experience these lives, instead of their bland everyday ones. Crafting can be fun! In a game as Terraria, the player is incentivized to explore for finding new materials necessary for progression. Minecraft also thrives on crafting, just like how Rimworld does. Building furniture and tools make perfect sense in these games. This is because they have a strong survival aspect to them. Guild Legends, however, should be about the construction of an empire and about adventure! === Master Crafts(wo)men === Paole: Young Master, it seems you have acquired the necessary materials for an Alchemy Lab. If you wish to harness the power of those... dubious concoctions, I recommend you build one as soon as you see fit. I'm sure word would get around town quickly that you have an available workspace for an Alchemist... [The Player builds a Lab] Next day... Paole: Young Master, it seems my prediction was accurate. An Alchemist would like to strike a deal with you for using your lab. Would you like to meet him? Yes. Paole: I have to warn you. These... people... are stranger than their exterior might suggest. [A lanky elderly man approaches Syren. He is balding and slightly hunched over. His face looks intelligent, but completely crazy. His exotic clothes are saturated with colors and chemistry paraphernalia.] Alchemist: Yes? What is it you want? Syren: B-but, you requested an audience with me! Alchemist: Ah, yes. You're the Guildmaster! Excellent. So, where is my lab? Syren: Your lab? My lab you mean! Alchemist: Your lab. My lab. What do these details matter? The important thing is how we may bring those opposites together! Here's my proposition. You allow me to use your lab for my personal experiments, and in turn, I will produce potions for you. Of course, you will have to deliver the ingredients for those. I could also employ unpaid interns- err... assistants, I mean, to acquire materials and perform other menial tasks, like the brewing of potions and sweeping the floor. On your costs, of course! Syren: So, you get to experiment under the roof of MY Guild, and let me pay for your assistants on top of that? Alchemist: Look at it like this. What good would those youths be without my sagacious guidance? Furthermore, you'll only have to tell me what you need, and I'll govern the helps to do what's necessary. A driven young man like yourself has limited time to worry about things like these. Let me take care of that! And who knows? I have a good ear for compelling rumors. I might pick up an interesting clue for rare findings on the Island... So, how about it? Shall we shake hands on it? Quickly now, I'm orally testing the potency of an ingredient I acquired yesterday, and I don't know how communicative I'll be within the hour! * Master Craftsmen give the Player a central place for governing the artisans the Guild houses. Through these Craftsmen, the Player can sell, buy or commission items he needs, and in what order he would like them. So a player could order alchemical ingredients first, and have potions brewed from them. The assistants of the Crafter then first gather these ingredients, before brewing the potions requiring these. The Player can order how many units of ingredients he wants to be collected, before using those to create a set amount of potions. This allows the Player to start the process and not have to worry about micromanaging the Assistants. This is what it would look like. {| class="wikitable" |+ Potion crafting |- ! Priority !! Action !! Amount |- | First || Acquire [ingredient 1] || 10 |- | Second || Acquire [ingredient 2] || 5 |- | Third || Brew [potion that requires two ingredient 1 and one ingredient 2] || 5 |} * Another benefit for the Player would be that the Craftsmen make for great characters to interact with. This allows for lore exposition and reactions to the Player's actions. Also, these characters are ideal springboards for starting side quests. === Feats === ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther dodge. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit with the knockback increase, and put the CDR on attacks on my Rogue, so his attacks become like a whirlwind of pain. Oh! I get a feat every other level? And access to new feats every five levels? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." Feats will give players a way to fine-tune their Adventurers. No two Adventurers will be the same, even if they are of the same class. Adventurers may be given feats and stats to make them greater specialists. Imagine an Archer who is an expert Plant hunter in the Woods. Or a Warrior who fares well against large groups of enemies in the Plains. The benefit for the developers is that leveling now becomes something to look forward to, because every two levels bring a significant impact on a character. The player wants to level once more, because that level will contribute to the build he has in mind for his adventurers. "Oh, next level I can get that increase in attack range! That'd be sick for my sharpshooter Archer. Let's take one more commission..." Feats can be lifted from any DnD game, and adapted to Guild Legend. === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several desirable points for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - By investing in the construction of a running track, wrestling ring and/or meditation centre, the stats of all adventurers gain bonus increases. Not to mention the Frontier will be filled with Mr Olympia contenders. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. 41f08684ca3b932c5e33a90997bf9a5d32036461 167 166 2023-09-22T13:01:13Z Who's Jellies? 2 wikitext text/x-wiki == Ideas for Gameplay Features == === Dungeon Crawls! === The Adventurers enter the Overgrown Crypt. The sunlight falters inside these mossy walls, causing the party to squint their eyes. In the distance, amid the pitpatting of water falling from stalactites, their ears pick up sounds resembling a low groaning. It smells of plants, stale water and something else here. Something... sickening and sweet. A warm wind seems to blow from deeper inside the Crypt. What do you do? > 1. Light a torch (25% chance of combat). 2. Go deeper into the Crypt. 3. Look for rare ingredients (30% success rate, 20% chance of a combat encounter) 4. Drink a potion. 5. Leave. Your party light a torch. Its light dances on the plants that grow thick in this room. The Adventurers hold their breaths. Have they been spotted? It appears not... With a sigh of relief, they look around. The damp air makes the torch flicker. What do you do? 1. Go deeper into the Crypt. > 2. Look for rare ingredients (80% success rate, 50% chance of a combat encounter) 3. Extinguish torch 4. Drink a potion. 5. Leave As the Adventurers skim through the strange flora, they lose sight of their surroundings. The Spellslinger's eyes widen as he finds a rare specimen of plant. Triumphantly he calls his partner. He is taken aback, however, as the Warrior doesn't answer his joyous outcry with similar passion. Instead, the man's face appears to've been drained of all blood. The Spellslinger turns around in alarm, and he sees twitching mounds of flesh and fungus approaching rapidly. How could they have missed their groans, let alone the smell? Prepare for combat! ''[Combat with Fungi Zombi's ensues]'' The battle is over. Would you like your party to drink a Potion of Inspiration, or one of Health? > 1. Potion of Inspiration (replenishes Motivation) 2. Potion of Health (restores Health) 3. None. The Adventurers down their vials. Their spirits soar, and they feel their Guildmaster's comforting presence in the back of their minds. The horrors of the skirmish are easily forgotten. Only the glory and newly acquired riches remain. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Drink a potion. 4. Leave. Invigorated, the Adventurers continue their journey into the bowels of the Crypt. The light of the torch serves them well, as they easily pass the thorny tendrils that haphazardly grow along the walls and ceiling of the Crypt. The sweet stench is growing noticably stronger, and the wind keeps gently blowing the uncomfortably warm air into the party's faces. The walls are lined with niches, wherein wooden caskets have found their final resting place. Some caskets are intact, while others appear to have been broken open from the inside. All are covered with varying degrees of an unknown mycelium. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Inspect caskets. (50% ???, 50% chance of combat) 4. Drink potion. 5. Leave. The party decides the risk is probably not worth the reward this time. Although their fluttering hearts are grateful, they can't help but wonder what mysteries they have left in those caskets... However, time for reflection is short, as a great, open door is approached. The stench is almost unbearable now. "We must be nearing the source of that Gods-awful stench," one of the companions whispers. The Adventurers find themselves likening the Crypt to an enormous carcass, that they have descended into. The warm, humid wind creates the illusion of rotten breath, wafting over them. Their senses are dizzied by the many stimuli. The only consolation is their torch, who's light is like a friend, no, a mother to them. What would they be outside of its aura of safety? The growth has become thicker, the closer the party has come to the door. Without sunlight, the leaves are left a pale white. Their ghostly appendages have to be moved out of the way for the party to pass. Where the plants touch clothing or skin, a wetness is left that makes the Adventurers feel like the Crypt is releasing saliva. It prepares to devour those who have clambered down its maw voluntarily. The party is now standing at the door. Peering beyond, they can make out a giant shape. It pulses and throbs. A curiosity is awakened in the Adventurers. A curiosity not unlike that aroused by the mortally wounded or very sick. What do you do? 1. Enter the Chamber (Boss fight). 2. Extinguish torch. > 3. Drink potion. 4. Leave. What potion would you like to drink? 1. Potion of Health (restore health) > 2. Potion of Strength (increase Strength) 3. Potion of Potency (increase Magic Damage) 4. Go back. The party members down their vials. A new energy courses through their veins, making their muscles bulge in their clothes. What do you do? > 1. Enter the Chamber. 2. Extinguish torch. 3. Leave. Invigorated, the Party enters the great Chamber. The ceiling is too high to be seen. Overgrown pillars jut out of the stone floor. In the center of the room lies a... creature. It resembles a giant baby, lying on it's side. Plants and fungi seem to grow incessantly out of the foul thing. As the party gets close to it, its face contorts, as if in agony. The party holds, but too late. The creature opens its milky eyes, and fastens its gaze upon the Adventurers. It releases a deafening shriek, and rises up. From all corners, shuffling movement is detected. Prepare for combat! What is an Adventurer without a good Dungeon to crawl through? For quests, setting up dungeons in text format allows us to implement this staple of Fantasy games. Next to the text, we can add pictures to add a visual side to the stories. Furthermore, it enables us to tell a story, while focusing on the strenght of Guild Legends, the combat! I also tried to give a good incentive for acquiring potions and ingredients. Different classes could also provide different bonuses to certain situations. Rangers could allow for better enemy detection, while Spellslingers would be more apt at discovering magical contraptions. Dungeons could be the size of the example I wrote here, or they could be "one room". Mega dungeons could also be done, if we need an epic discovery race for the main quest. === Carpenters Guild === Think of the Fellowship of the Ring, embarking on their quest to save Middle-Earth. Their fondness for eachother growing through the (mis)fortunes they share. Think of Don Corleone, building his Empire as the Godfather. Starting as a nobody, gradually winning the respect of New York by making strategic investments; rewarding friends and punishing foes. Think of Indiana Jones, probing deep into ancient temples to seek out artefacts forgotten by history. The thrill of finding out what lies beyond a cramped hallway inside of a dim crypt. Think of Harry Potter, thinking outside of the box to find the magical means to discover the next obstacle in his life. Every reader dazzled by the possibilities presented in the world of Wizarding and Witchcraft. Did you, at any point during this exercise, think of crafting a chair? These are what pulls the adventurous minded into those worlds. They want to experience these lives, instead of their bland everyday ones. Crafting can be fun! In a game as Terraria, the player is incentivized to explore for finding new materials necessary for progression. Minecraft also thrives on crafting, just like how Rimworld does. Building furniture and tools make perfect sense in these games. This is because they have a strong survival aspect to them. Guild Legends, however, should be about the construction of an empire and about adventure! === Master Crafts(wo)men === Paole: Young Master, it seems you have acquired the necessary materials for an Alchemy Lab. If you wish to harness the power of those... dubious concoctions, I recommend you build one as soon as you see fit. I'm sure word would get around town quickly that you have an available workspace for an Alchemist... [The Player builds a Lab] Next day... Paole: Young Master, it seems my prediction was accurate. An Alchemist would like to strike a deal with you for using your lab. Would you like to meet him? Yes. Paole: I have to warn you. These... people... are stranger than their exterior might suggest. [A lanky elderly man approaches Syren. He is balding and slightly hunched over. His face looks intelligent, but completely crazy. His exotic clothes are saturated with colors and chemistry paraphernalia.] Alchemist: Yes? What is it you want? Syren: B-but, you requested an audience with me! Alchemist: Ah, yes. You're the Guildmaster! Excellent. So, where is my lab? Syren: Your lab? My lab you mean! Alchemist: Your lab. My lab. What do these details matter? The important thing is how we may bring those opposites together! Here's my proposition. You allow me to use your lab for my personal experiments, and in turn, I will produce potions for you. Of course, you will have to deliver the ingredients for those. I could also employ unpaid interns- err... assistants, I mean, to acquire materials and perform other menial tasks, like the brewing of potions and sweeping the floor. On your costs, of course! Syren: So, you get to experiment under the roof of MY Guild, and let me pay for your assistants on top of that? Alchemist: Look at it like this. What good would those youths be without my sagacious guidance? Furthermore, you'll only have to tell me what you need, and I'll govern the helps to do what's necessary. A driven young man like yourself has limited time to worry about things like these. Let me take care of that! And who knows? I have a good ear for compelling rumors. I might pick up an interesting clue for rare findings on the Island... So, how about it? Shall we shake hands on it? Quickly now, I'm orally testing the potency of an ingredient I acquired yesterday, and I don't know how communicative I'll be within the hour! * Master Craftsmen give the Player a central place for governing the artisans the Guild houses. Through these Craftsmen, the Player can sell, buy or commission items he needs, and in what order he would like them. So a player could order alchemical ingredients first, and have potions brewed from them. The assistants of the Crafter then first gather these ingredients, before brewing the potions requiring these. The Player can order how many units of ingredients he wants to be collected, before using those to create a set amount of potions. This allows the Player to start the process and not have to worry about micromanaging the Assistants. This is what it would look like. {| class="wikitable" |+ Potion crafting |- ! Priority !! Action !! Amount |- | First || Acquire [ingredient 1] || 10 |- | Second || Acquire [ingredient 2] || 5 |- | Third || Brew [potion that requires two ingredient 1 and one ingredient 2] || 5 |} * Another benefit for the Player would be that the Craftsmen make for great characters to interact with. This allows for lore exposition and reactions to the Player's actions. Also, these characters are ideal springboards for starting side quests. === Feats === ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther dodge. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit with the knockback increase, and put the CDR on attacks on my Rogue, so his attacks become like a whirlwind of pain. Oh! I get a feat every other level? And access to new feats every five levels? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." Feats will give players a way to fine-tune their Adventurers. No two Adventurers will be the same, even if they are of the same class. Adventurers may be given feats and stats to make them greater specialists. Imagine an Archer who is an expert Plant hunter in the Woods. Or a Warrior who fares well against large groups of enemies in the Plains. The benefit for the developers is that leveling now becomes something to look forward to, because every two levels bring a significant impact on a character. The player wants to level once more, because that level will contribute to the build he has in mind for his adventurers. "Oh, next level I can get that increase in attack range! That'd be sick for my sharpshooter Archer. Let's take one more commission..." Feats can be lifted from any DnD game, and adapted to Guild Legend. === The Settlement, Economics, and the Guild === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several desirable points for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - By investing in the construction of a running track, wrestling ring and/or meditation centre, the stats of all adventurers gain bonus increases. Not to mention the Frontier will be filled with Mr Olympia contenders. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === Notoriety === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === Aenneaic Guidance === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. a5dcf2f7f122a551d764f148f28ec38c27c7b909 176 167 2023-09-27T08:30:41Z Who's Jellies? 2 wikitext text/x-wiki == Ideas for Gameplay Features == === [[Story Progression]] === === [[Dungeon Crawls!]] === The Adventurers enter the Overgrown Crypt. The sunlight falters inside these mossy walls, causing the party to squint their eyes. In the distance, amid the pitpatting of water falling from stalactites, their ears pick up sounds resembling a low groaning. It smells of plants, stale water and something else here. Something... sickening and sweet. A warm wind seems to blow from deeper inside the Crypt. What do you do? > 1. Light a torch (25% chance of combat). 2. Go deeper into the Crypt. 3. Look for rare ingredients (30% success rate, 20% chance of a combat encounter) 4. Drink a potion. 5. Leave. Your party light a torch. Its light dances on the plants that grow thick in this room. The Adventurers hold their breaths. Have they been spotted? It appears not... With a sigh of relief, they look around. The damp air makes the torch flicker. What do you do? 1. Go deeper into the Crypt. > 2. Look for rare ingredients (80% success rate, 50% chance of a combat encounter) 3. Extinguish torch 4. Drink a potion. 5. Leave As the Adventurers skim through the strange flora, they lose sight of their surroundings. The Spellslinger's eyes widen as he finds a rare specimen of plant. Triumphantly he calls his partner. He is taken aback, however, as the Warrior doesn't answer his joyous outcry with similar passion. Instead, the man's face appears to've been drained of all blood. The Spellslinger turns around in alarm, and he sees twitching mounds of flesh and fungus approaching rapidly. How could they have missed their groans, let alone the smell? Prepare for combat! ''[Combat with Fungi Zombi's ensues]'' The battle is over. Would you like your party to drink a Potion of Inspiration, or one of Health? > 1. Potion of Inspiration (replenishes Motivation) 2. Potion of Health (restores Health) 3. None. The Adventurers down their vials. Their spirits soar, and they feel their Guildmaster's comforting presence in the back of their minds. The horrors of the skirmish are easily forgotten. Only the glory and newly acquired riches remain. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Drink a potion. 4. Leave. Invigorated, the Adventurers continue their journey into the bowels of the Crypt. The light of the torch serves them well, as they easily pass the thorny tendrils that haphazardly grow along the walls and ceiling of the Crypt. The sweet stench is growing noticably stronger, and the wind keeps gently blowing the uncomfortably warm air into the party's faces. The walls are lined with niches, wherein wooden caskets have found their final resting place. Some caskets are intact, while others appear to have been broken open from the inside. All are covered with varying degrees of an unknown mycelium. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Inspect caskets. (50% ???, 50% chance of combat) 4. Drink potion. 5. Leave. The party decides the risk is probably not worth the reward this time. Although their fluttering hearts are grateful, they can't help but wonder what mysteries they have left in those caskets... However, time for reflection is short, as a great, open door is approached. The stench is almost unbearable now. "We must be nearing the source of that Gods-awful stench," one of the companions whispers. The Adventurers find themselves likening the Crypt to an enormous carcass, that they have descended into. The warm, humid wind creates the illusion of rotten breath, wafting over them. Their senses are dizzied by the many stimuli. The only consolation is their torch, who's light is like a friend, no, a mother to them. What would they be outside of its aura of safety? The growth has become thicker, the closer the party has come to the door. Without sunlight, the leaves are left a pale white. Their ghostly appendages have to be moved out of the way for the party to pass. Where the plants touch clothing or skin, a wetness is left that makes the Adventurers feel like the Crypt is releasing saliva. It prepares to devour those who have clambered down its maw voluntarily. The party is now standing at the door. Peering beyond, they can make out a giant shape. It pulses and throbs. A curiosity is awakened in the Adventurers. A curiosity not unlike that aroused by the mortally wounded or very sick. What do you do? 1. Enter the Chamber (Boss fight). 2. Extinguish torch. > 3. Drink potion. 4. Leave. What potion would you like to drink? 1. Potion of Health (restore health) > 2. Potion of Strength (increase Strength) 3. Potion of Potency (increase Magic Damage) 4. Go back. The party members down their vials. A new energy courses through their veins, making their muscles bulge in their clothes. What do you do? > 1. Enter the Chamber. 2. Extinguish torch. 3. Leave. Invigorated, the Party enters the great Chamber. The ceiling is too high to be seen. Overgrown pillars jut out of the stone floor. In the center of the room lies a... creature. It resembles a giant baby, lying on it's side. Plants and fungi seem to grow incessantly out of the foul thing. As the party gets close to it, its face contorts, as if in agony. The party holds, but too late. The creature opens its milky eyes, and fastens its gaze upon the Adventurers. It releases a deafening shriek, and rises up. From all corners, shuffling movement is detected. Prepare for combat! What is an Adventurer without a good Dungeon to crawl through? For quests, setting up dungeons in text format allows us to implement this staple of Fantasy games. Next to the text, we can add pictures to add a visual side to the stories. Furthermore, it enables us to tell a story, while focusing on the strenght of Guild Legends, the combat! I also tried to give a good incentive for acquiring potions and ingredients. Different classes could also provide different bonuses to certain situations. Rangers could allow for better enemy detection, while Spellslingers would be more apt at discovering magical contraptions. Dungeons could be the size of the example I wrote here, or they could be "one room". Mega dungeons could also be done, if we need an epic discovery race for the main quest. === [[Carpenters Guild]] === Think of the Fellowship of the Ring, embarking on their quest to save Middle-Earth. Their fondness for eachother growing through the (mis)fortunes they share. Think of Don Corleone, building his Empire as the Godfather. Starting as a nobody, gradually winning the respect of New York by making strategic investments; rewarding friends and punishing foes. Think of Indiana Jones, probing deep into ancient temples to seek out artefacts forgotten by history. The thrill of finding out what lies beyond a cramped hallway inside of a dim crypt. Think of Harry Potter, thinking outside of the box to find the magical means to discover the next obstacle in his life. Every reader dazzled by the possibilities presented in the world of Wizarding and Witchcraft. Did you, at any point during this exercise, think of crafting a chair? These are what pulls the adventurous minded into those worlds. They want to experience these lives, instead of their bland everyday ones. Crafting can be fun! In a game as Terraria, the player is incentivized to explore for finding new materials necessary for progression. Minecraft also thrives on crafting, just like how Rimworld does. Building furniture and tools make perfect sense in these games. This is because they have a strong survival aspect to them. Guild Legends, however, should be about the construction of an empire and about adventure! === [[Master Crafts(wo)men]] === Paole: Young Master, it seems you have acquired the necessary materials for an Alchemy Lab. If you wish to harness the power of those... dubious concoctions, I recommend you build one as soon as you see fit. I'm sure word would get around town quickly that you have an available workspace for an Alchemist... [The Player builds a Lab] Next day... Paole: Young Master, it seems my prediction was accurate. An Alchemist would like to strike a deal with you for using your lab. Would you like to meet him? Yes. Paole: I have to warn you. These... people... are stranger than their exterior might suggest. [A lanky elderly man approaches Syren. He is balding and slightly hunched over. His face looks intelligent, but completely crazy. His exotic clothes are saturated with colors and chemistry paraphernalia.] Alchemist: Yes? What is it you want? Syren: B-but, you requested an audience with me! Alchemist: Ah, yes. You're the Guildmaster! Excellent. So, where is my lab? Syren: Your lab? My lab you mean! Alchemist: Your lab. My lab. What do these details matter? The important thing is how we may bring those opposites together! Here's my proposition. You allow me to use your lab for my personal experiments, and in turn, I will produce potions for you. Of course, you will have to deliver the ingredients for those. I could also employ unpaid interns- err... assistants, I mean, to acquire materials and perform other menial tasks, like the brewing of potions and sweeping the floor. On your costs, of course! Syren: So, you get to experiment under the roof of MY Guild, and let me pay for your assistants on top of that? Alchemist: Look at it like this. What good would those youths be without my sagacious guidance? Furthermore, you'll only have to tell me what you need, and I'll govern the helps to do what's necessary. A driven young man like yourself has limited time to worry about things like these. Let me take care of that! And who knows? I have a good ear for compelling rumors. I might pick up an interesting clue for rare findings on the Island... So, how about it? Shall we shake hands on it? Quickly now, I'm orally testing the potency of an ingredient I acquired yesterday, and I don't know how communicative I'll be within the hour! * Master Craftsmen give the Player a central place for governing the artisans the Guild houses. Through these Craftsmen, the Player can sell, buy or commission items he needs, and in what order he would like them. So a player could order alchemical ingredients first, and have potions brewed from them. The assistants of the Crafter then first gather these ingredients, before brewing the potions requiring these. The Player can order how many units of ingredients he wants to be collected, before using those to create a set amount of potions. This allows the Player to start the process and not have to worry about micromanaging the Assistants. This is what it would look like. {| class="wikitable" |+ Potion crafting |- ! Priority !! Action !! Amount |- | First || Acquire [ingredient 1] || 10 |- | Second || Acquire [ingredient 2] || 5 |- | Third || Brew [potion that requires two ingredient 1 and one ingredient 2] || 5 |} * Another benefit for the Player would be that the Craftsmen make for great characters to interact with. This allows for lore exposition and reactions to the Player's actions. Also, these characters are ideal springboards for starting side quests. === Feats === ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther dodge. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit with the knockback increase, and put the CDR on attacks on my Rogue, so his attacks become like a whirlwind of pain. Oh! I get a feat every other level? And access to new feats every five levels? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." Feats will give players a way to fine-tune their Adventurers. No two Adventurers will be the same, even if they are of the same class. Adventurers may be given feats and stats to make them greater specialists. Imagine an Archer who is an expert Plant hunter in the Woods. Or a Warrior who fares well against large groups of enemies in the Plains. The benefit for the developers is that leveling now becomes something to look forward to, because every two levels bring a significant impact on a character. The player wants to level once more, because that level will contribute to the build he has in mind for his adventurers. "Oh, next level I can get that increase in attack range! That'd be sick for my sharpshooter Archer. Let's take one more commission..." Feats can be lifted from any DnD game, and adapted to Guild Legend. === [[The Settlement, Economics, and the Guild]] === The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several desirable points for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - By investing in the construction of a running track, wrestling ring and/or meditation centre, the stats of all adventurers gain bonus increases. Not to mention the Frontier will be filled with Mr Olympia contenders. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... === [[Notoriety]] === In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. === [[Aenneic Guidance]] === The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. 4a5caa3afaaa8b80a6b4c6296a68b03402ef252b 184 176 2023-09-27T09:23:17Z Who's Jellies? 2 wikitext text/x-wiki == Ideas for Gameplay Features == === [[Story Progression]] === === [[Dungeon Crawls!]] === === [[Carpenters Guild]] === === [[Master Crafts(wo)men]] === === [[Feats]] === ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther dodge. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit with the knockback increase, and put the CDR on attacks on my Rogue, so his attacks become like a whirlwind of pain. Oh! I get a feat every other level? And access to new feats every five levels? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." Feats will give players a way to fine-tune their Adventurers. No two Adventurers will be the same, even if they are of the same class. Adventurers may be given feats and stats to make them greater specialists. Imagine an Archer who is an expert Plant hunter in the Woods. Or a Warrior who fares well against large groups of enemies in the Plains. The benefit for the developers is that leveling now becomes something to look forward to, because every two levels bring a significant impact on a character. The player wants to level once more, because that level will contribute to the build he has in mind for his adventurers. "Oh, next level I can get that increase in attack range! That'd be sick for my sharpshooter Archer. Let's take one more commission..." Feats can be lifted from any DnD game, and adapted to Guild Legend. === [[The Settlement, Economics, and the Guild]] === === [[Notoriety]] === === [[Aenneic Guidance]] === a05ccd26232f034af23c9cc612aaa0e9d8f0f3c5 186 184 2023-09-27T09:23:59Z Who's Jellies? 2 wikitext text/x-wiki == Ideas for Gameplay Features == === [[Story Progression]] === === [[Dungeon Crawls!]] === === [[Carpenters Guild]] === === [[Master Crafts(wo)men]] === === [[Feats]] === === [[The Settlement, Economics, and the Guild]] === === [[Notoriety]] === === [[Aenneic Guidance]] === 57c01302e2b456c07556948bbe66b35051be4ead 187 186 2023-09-27T09:28:48Z Who's Jellies? 2 wikitext text/x-wiki == Ideas for Gameplay Features == === [[Story Progression]] === How to add continuity to the story, without taking away too much player freedom. === [[Dungeon Crawls!]] === Simple text based dungeon crawls. === [[Carpenters Guild]] === Does crafting belong in this game? === [[Master Crafts(wo)men]] === Charismatic master artisans, here to provide help, storytelling and quests! === [[Feats]] === A way to make leveling and making Adventurer builds more captivating. === [[The Settlement, Economics, and the Guild]] === How to add depth to the Guild Manager aspect of the game. === [[Notoriety]] === Everybody loves a good evil playthrough! === [[Aenneic Guidance]] === Meta progression system. dc30837ad91c61c27fd7c65e4313ff022937220b 188 187 2023-09-27T09:29:33Z Who's Jellies? 2 wikitext text/x-wiki == Ideas for Gameplay Features == === [[Story Progression]] === How to add continuity to the story, without taking away too much player freedom. === [[Dungeon Crawls!]] === Simple text based dungeon crawls. === [[Carpenters Guild]] === Does crafting belong in this game? === [[Master Crafts(wo)men]] === Charismatic master artisans, here to provide help, storytelling and quests! === [[Feats]] === A way to make leveling and making Adventurer builds more captivating. === [[The Settlement, Economics, and the Guild]] === How to add depth to the Guild Manager aspect of the game, and gives money a good use. === [[Notoriety]] === Everybody loves a good evil playthrough! === [[Aenneic Guidance]] === Meta progression system. 809059176c54a760088aa35ae00e53870e29887c Cutscene 1: Rush to Frontier Island 0 45 158 149 2023-09-18T15:31:15Z Who's Jellies? 2 wikitext text/x-wiki === Draft 3 === '''[Black Screen]''' MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Our situation is most dire, indeed! MC: Paole, please... I'm trying to meditate. It seems I'm unable to connect to the Field. Paole: The Field? Young Master, maybe now is the time to think for oneself. You can't possibly hope your superiors will always be there to help you! MC: I- Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! What do we do? MC: ... [It's no use... We haven't even made it to Frontier Island, and it's over already. If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: Young Master, the Empress sent us on a sacred mission. We have to do everything in our power to fulfill it! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Damn your Elders, Master [name]! Aren't you Aennea sworn to serve the Empire? Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! By Nosirus' Member! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade down from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... That would be treason of the highest- Adventurers: Master, please, we are being overwhelmed! MC: Fuck it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, the Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *You force a smile* ... [When I return to the Order there will be hell to pay... If we survive this bloody mission...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me for the use of... unseemly language. MC: Don't worry, Paole. Your qualities exceed your profanities. The Empress makes sure I know this. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: Yes... [She was...] === Draft 2 === '''[Black Screen]''' MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Our situation is dire, indeed! MC: Paole, please... I'm trying to meditate. Your panicking doesn't help with that. Paole: Panicking? I'm not panicking. I... I'm merely assessing the situation, like a good counsillor would. Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine... If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Young Master, we can't go down like this! Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... Fighting without approval of the Elders is considered- Adventurers: Master, please, we are being overwhelmed! MC: Curse it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *You force a smile* ... [I just committed the highest treason to the Order. When I go back, there will be hell to pay... ''If'' I go back...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me for any... falterings in the adherance to etiquette. MC: Don't worry, Paole. If the Empress has faith in you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] === Draft 1 === '''[Black Screen]''' MC (main character): ... [She was all I had... Why didn't she let me stay? This whole mess might have been prevented...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me if my behavior deemed to be... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] 45061471af4bf4974d9c7ff4a672f4222024dfa7 163 158 2023-09-21T09:41:50Z Who's Jellies? 2 wikitext text/x-wiki [[File:Paole drip 3.jpg|thumb|Paole Aolice, Imperial Councillor]] === Draft 3 === '''[Black Screen]''' MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Our situation is most dire, indeed! MC: Paole, please... I'm trying to meditate. It seems I'm unable to connect to the Field. Paole: The Field? Young Master, maybe now is the time to think for oneself. You can't possibly hope your superiors will always be there to help you! MC: I- Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! What do we do? MC: ... [It's no use... We haven't even made it to Frontier Island, and it's over already. If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: Young Master, the Empress sent us on a sacred mission. We have to do everything in our power to fulfill it! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Damn your Elders, Master [name]! Aren't you Aennea sworn to serve the Empire? Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! By Nosirus' Member! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade down from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... That would be treason of the highest- Adventurers: Master, please, we are being overwhelmed! MC: Fuck it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, the Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *You force a smile* ... [When I return to the Order there will be hell to pay... If we survive this bloody mission...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me for the use of... unseemly language. MC: Don't worry, Paole. Your qualities exceed your profanities. The Empress makes sure I know this. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: Yes... [She was...] === Draft 2 === '''[Black Screen]''' MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Our situation is dire, indeed! MC: Paole, please... I'm trying to meditate. Your panicking doesn't help with that. Paole: Panicking? I'm not panicking. I... I'm merely assessing the situation, like a good counsillor would. Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine... If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Young Master, we can't go down like this! Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... Fighting without approval of the Elders is considered- Adventurers: Master, please, we are being overwhelmed! MC: Curse it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *You force a smile* ... [I just committed the highest treason to the Order. When I go back, there will be hell to pay... ''If'' I go back...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me for any... falterings in the adherance to etiquette. MC: Don't worry, Paole. If the Empress has faith in you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] === Draft 1 === '''[Black Screen]''' MC (main character): ... [She was all I had... Why didn't she let me stay? This whole mess might have been prevented...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me if my behavior deemed to be... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] fb6f40fcb7d8339bb24c3e89c16701e8ffd596ce File:Enanna.jpg 6 48 169 2023-09-23T13:29:25Z Who's Jellies? 2 wikitext text/x-wiki Enanna, smiling b9f20c857cbc806239df2ab30dd121b5266f63ea Cutscene: Chapter II: Meeting the Locals 0 49 170 2023-09-23T13:29:45Z Who's Jellies? 2 Created page with "[[File:Enanna.jpg|thumb|right|Enanna, the Mayor's niece]]" wikitext text/x-wiki [[File:Enanna.jpg|thumb|right|Enanna, the Mayor's niece]] dcea1358ed3b74a4f0541fee548a7045291c00b8 171 170 2023-09-23T13:34:33Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|right|Enanna, the Mayor's niece]] [After a day of setting up the Guild, a girl enters the Hall...] Enanna: Uhm, hello? Who of you is Syren? Paole: Good day, young lady. The Young Master is right here. MC: Thank you, Paole. d1017ef8131adf64ed0e97ec6ce46264057d82da 172 171 2023-09-23T13:35:50Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|right|Enanna, the Mayor's niece]] [After a day of setting up the Guild, a girl enters the Hall...] Enanna: Uhm, hello? The Mayor sent me for a message. Paole: Welcome, young lady. What is the d36aa5dac9a9483404000c47b5f3916d9a86ba8a Story Progression 0 50 177 2023-09-27T09:19:02Z Who's Jellies? 2 Created page with "This is a part of [[Game Feature Ideas]]. === Introduction === The story menu closes. ''Damn, a lot seems to be going on. What can I do now? Ah, there's a quest menu... Talk to Paole about the mission... Great, I have no clue what this Empress wants from me! What else do we have... Visit the Governor... Hmm, yes. A powerful ally to have. And that cousin of his! Ok... I wonder if I can go check out the beach? They said a Yonghéng woman washed ashore. Weren't those th..." wikitext text/x-wiki This is a part of [[Game Feature Ideas]]. === Introduction === The story menu closes. ''Damn, a lot seems to be going on. What can I do now? Ah, there's a quest menu... Talk to Paole about the mission... Great, I have no clue what this Empress wants from me! What else do we have... Visit the Governor... Hmm, yes. A powerful ally to have. And that cousin of his! Ok... I wonder if I can go check out the beach? They said a Yonghéng woman washed ashore. Weren't those the people that chased us? I'm kinda curious about that... The Guild could also use some touching up. And I'm wondering if I can find anything interesting in the settlement...'' === Idea === Let the player loose on the world. Let them talk to locals. Let them wonder and wander. Allow them to follow their hunches, while also giving hints on what to do next. Frontier Island is dangerous. They wouldn't be able to go far... yet. === Proposal === Inspired by games like Grand Theft Auto and The Elder Scrolls, while adding some Dungeons and Dragons elements, I'd like to make King's Return a hub for acquiring quests and hints. There are the Main Quests, which don't have to be completed in a strict order, but are completed in "sequences". Completion of all Main Quests lead to a raise in Guild Rank, which is sealed by a boss battle. The boss serves as the climax of the Area the Guild is currently exploring. When the Boss is defeated, the Player can enter the next area, which also launches new quests. I will write down an example... Area 1: Quest givers: Paole<br> The Governor<br> Enanna<br> The other Guild Paole gives the player two quests in a row. The Governor will give a quest, which leads to Enanna giving you a quest. Once you have completed these four quests, Paole will give you a new quest, and the other Guild will contact you for a quest. Do these two and The Governor will give you another quest, which will lead to Paole giving you the final quest of this Guild rank, which will lead to you finding the location for Boss battle you need to overcome. Win this battle, and you raise in rank, which will continue the story further. 1047356621c1892ae32c481c1b13ea8a7d0d055f Dungeon Crawls! 0 51 178 2023-09-27T09:20:33Z Who's Jellies? 2 Created page with "The Adventurers enter the Overgrown Crypt. The sunlight falters inside these mossy walls, causing the party to squint their eyes. In the distance, amid the pitpatting of water falling from stalactites, their ears pick up sounds resembling a low groaning. It smells of plants, stale water and something else here. Something... sickening and sweet. A warm wind seems to blow from deeper inside the Crypt. What do you do? > 1. Light a torch (25% chance of combat). 2. Go dee..." wikitext text/x-wiki The Adventurers enter the Overgrown Crypt. The sunlight falters inside these mossy walls, causing the party to squint their eyes. In the distance, amid the pitpatting of water falling from stalactites, their ears pick up sounds resembling a low groaning. It smells of plants, stale water and something else here. Something... sickening and sweet. A warm wind seems to blow from deeper inside the Crypt. What do you do? > 1. Light a torch (25% chance of combat). 2. Go deeper into the Crypt. 3. Look for rare ingredients (30% success rate, 20% chance of a combat encounter) 4. Drink a potion. 5. Leave. Your party light a torch. Its light dances on the plants that grow thick in this room. The Adventurers hold their breaths. Have they been spotted? It appears not... With a sigh of relief, they look around. The damp air makes the torch flicker. What do you do? 1. Go deeper into the Crypt. > 2. Look for rare ingredients (80% success rate, 50% chance of a combat encounter) 3. Extinguish torch 4. Drink a potion. 5. Leave As the Adventurers skim through the strange flora, they lose sight of their surroundings. The Spellslinger's eyes widen as he finds a rare specimen of plant. Triumphantly he calls his partner. He is taken aback, however, as the Warrior doesn't answer his joyous outcry with similar passion. Instead, the man's face appears to've been drained of all blood. The Spellslinger turns around in alarm, and he sees twitching mounds of flesh and fungus approaching rapidly. How could they have missed their groans, let alone the smell? Prepare for combat! ''[Combat with Fungi Zombi's ensues]'' The battle is over. Would you like your party to drink a Potion of Inspiration, or one of Health? > 1. Potion of Inspiration (replenishes Motivation) 2. Potion of Health (restores Health) 3. None. The Adventurers down their vials. Their spirits soar, and they feel their Guildmaster's comforting presence in the back of their minds. The horrors of the skirmish are easily forgotten. Only the glory and newly acquired riches remain. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Drink a potion. 4. Leave. Invigorated, the Adventurers continue their journey into the bowels of the Crypt. The light of the torch serves them well, as they easily pass the thorny tendrils that haphazardly grow along the walls and ceiling of the Crypt. The sweet stench is growing noticably stronger, and the wind keeps gently blowing the uncomfortably warm air into the party's faces. The walls are lined with niches, wherein wooden caskets have found their final resting place. Some caskets are intact, while others appear to have been broken open from the inside. All are covered with varying degrees of an unknown mycelium. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Inspect caskets. (50% ???, 50% chance of combat) 4. Drink potion. 5. Leave. The party decides the risk is probably not worth the reward this time. Although their fluttering hearts are grateful, they can't help but wonder what mysteries they have left in those caskets... However, time for reflection is short, as a great, open door is approached. The stench is almost unbearable now. "We must be nearing the source of that Gods-awful stench," one of the companions whispers. The Adventurers find themselves likening the Crypt to an enormous carcass, that they have descended into. The warm, humid wind creates the illusion of rotten breath, wafting over them. Their senses are dizzied by the many stimuli. The only consolation is their torch, who's light is like a friend, no, a mother to them. What would they be outside of its aura of safety? The growth has become thicker, the closer the party has come to the door. Without sunlight, the leaves are left a pale white. Their ghostly appendages have to be moved out of the way for the party to pass. Where the plants touch clothing or skin, a wetness is left that makes the Adventurers feel like the Crypt is releasing saliva. It prepares to devour those who have clambered down its maw voluntarily. The party is now standing at the door. Peering beyond, they can make out a giant shape. It pulses and throbs. A curiosity is awakened in the Adventurers. A curiosity not unlike that aroused by the mortally wounded or very sick. What do you do? 1. Enter the Chamber (Boss fight). 2. Extinguish torch. > 3. Drink potion. 4. Leave. What potion would you like to drink? 1. Potion of Health (restore health) > 2. Potion of Strength (increase Strength) 3. Potion of Potency (increase Magic Damage) 4. Go back. The party members down their vials. A new energy courses through their veins, making their muscles bulge in their clothes. What do you do? > 1. Enter the Chamber. 2. Extinguish torch. 3. Leave. Invigorated, the Party enters the great Chamber. The ceiling is too high to be seen. Overgrown pillars jut out of the stone floor. In the center of the room lies a... creature. It resembles a giant baby, lying on it's side. Plants and fungi seem to grow incessantly out of the foul thing. As the party gets close to it, its face contorts, as if in agony. The party holds, but too late. The creature opens its milky eyes, and fastens its gaze upon the Adventurers. It releases a deafening shriek, and rises up. From all corners, shuffling movement is detected. Prepare for combat! What is an Adventurer without a good Dungeon to crawl through? For quests, setting up dungeons in text format allows us to implement this staple of Fantasy games. Next to the text, we can add pictures to add a visual side to the stories. Furthermore, it enables us to tell a story, while focusing on the strenght of Guild Legends, the combat! I also tried to give a good incentive for acquiring potions and ingredients. Different classes could also provide different bonuses to certain situations. Rangers could allow for better enemy detection, while Spellslingers would be more apt at discovering magical contraptions. Dungeons could be the size of the example I wrote here, or they could be "one room". Mega dungeons could also be done, if we need an epic discovery race for the main quest. fe52dd6cad4be78c1d83eb30fee1da81a11586b3 Carpenters Guild 0 52 179 2023-09-27T09:21:00Z Who's Jellies? 2 Created page with "Think of the Fellowship of the Ring, embarking on their quest to save Middle-Earth. Their fondness for eachother growing through the (mis)fortunes they share. Think of Don Corleone, building his Empire as the Godfather. Starting as a nobody, gradually winning the respect of New York by making strategic investments; rewarding friends and punishing foes. Think of Indiana Jones, probing deep into ancient temples to seek out artefacts forgotten by history. The thrill of fi..." wikitext text/x-wiki Think of the Fellowship of the Ring, embarking on their quest to save Middle-Earth. Their fondness for eachother growing through the (mis)fortunes they share. Think of Don Corleone, building his Empire as the Godfather. Starting as a nobody, gradually winning the respect of New York by making strategic investments; rewarding friends and punishing foes. Think of Indiana Jones, probing deep into ancient temples to seek out artefacts forgotten by history. The thrill of finding out what lies beyond a cramped hallway inside of a dim crypt. Think of Harry Potter, thinking outside of the box to find the magical means to discover the next obstacle in his life. Every reader dazzled by the possibilities presented in the world of Wizarding and Witchcraft. Did you, at any point during this exercise, think of crafting a chair? These are what pulls the adventurous minded into those worlds. They want to experience these lives, instead of their bland everyday ones. Crafting can be fun! In a game as Terraria, the player is incentivized to explore for finding new materials necessary for progression. Minecraft also thrives on crafting, just like how Rimworld does. Building furniture and tools make perfect sense in these games. This is because they have a strong survival aspect to them. Guild Legends, however, should be about the construction of an empire and about adventure! 19782ff130414e645dbffb187df4b3b282e0b917 Master Crafts(wo)men 0 53 180 2023-09-27T09:21:32Z Who's Jellies? 2 Created page with "Paole: Young Master, it seems you have acquired the necessary materials for an Alchemy Lab. If you wish to harness the power of those... dubious concoctions, I recommend you build one as soon as you see fit. I'm sure word would get around town quickly that you have an available workspace for an Alchemist... [The Player builds a Lab] Next day... Paole: Young Master, it seems my prediction was accurate. An Alchemist would like to strike a deal with you for using your la..." wikitext text/x-wiki Paole: Young Master, it seems you have acquired the necessary materials for an Alchemy Lab. If you wish to harness the power of those... dubious concoctions, I recommend you build one as soon as you see fit. I'm sure word would get around town quickly that you have an available workspace for an Alchemist... [The Player builds a Lab] Next day... Paole: Young Master, it seems my prediction was accurate. An Alchemist would like to strike a deal with you for using your lab. Would you like to meet him? Yes. Paole: I have to warn you. These... people... are stranger than their exterior might suggest. [A lanky elderly man approaches Syren. He is balding and slightly hunched over. His face looks intelligent, but completely crazy. His exotic clothes are saturated with colors and chemistry paraphernalia.] Alchemist: Yes? What is it you want? Syren: B-but, you requested an audience with me! Alchemist: Ah, yes. You're the Guildmaster! Excellent. So, where is my lab? Syren: Your lab? My lab you mean! Alchemist: Your lab. My lab. What do these details matter? The important thing is how we may bring those opposites together! Here's my proposition. You allow me to use your lab for my personal experiments, and in turn, I will produce potions for you. Of course, you will have to deliver the ingredients for those. I could also employ unpaid interns- err... assistants, I mean, to acquire materials and perform other menial tasks, like the brewing of potions and sweeping the floor. On your costs, of course! Syren: So, you get to experiment under the roof of MY Guild, and let me pay for your assistants on top of that? Alchemist: Look at it like this. What good would those youths be without my sagacious guidance? Furthermore, you'll only have to tell me what you need, and I'll govern the helps to do what's necessary. A driven young man like yourself has limited time to worry about things like these. Let me take care of that! And who knows? I have a good ear for compelling rumors. I might pick up an interesting clue for rare findings on the Island... So, how about it? Shall we shake hands on it? Quickly now, I'm orally testing the potency of an ingredient I acquired yesterday, and I don't know how communicative I'll be within the hour! * Master Craftsmen give the Player a central place for governing the artisans the Guild houses. Through these Craftsmen, the Player can sell, buy or commission items he needs, and in what order he would like them. So a player could order alchemical ingredients first, and have potions brewed from them. The assistants of the Crafter then first gather these ingredients, before brewing the potions requiring these. The Player can order how many units of ingredients he wants to be collected, before using those to create a set amount of potions. This allows the Player to start the process and not have to worry about micromanaging the Assistants. This is what it would look like. {| class="wikitable" |+ Potion crafting |- ! Priority !! Action !! Amount |- | First || Acquire [ingredient 1] || 10 |- | Second || Acquire [ingredient 2] || 5 |- | Third || Brew [potion that requires two ingredient 1 and one ingredient 2] || 5 |} * Another benefit for the Player would be that the Craftsmen make for great characters to interact with. This allows for lore exposition and reactions to the Player's actions. Also, these characters are ideal springboards for starting side quests. 0d682baf6409d34ca187620a7c010f95a511a784 The Settlement, Economics, and the Guild 0 54 181 2023-09-27T09:22:16Z Who's Jellies? 2 Created page with "The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several desirable points for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Priests bes..." wikitext text/x-wiki The Guild is not only a hub for the brave to venture forth from, it is also a financial powerhouse. Everywhere a branch settles successfully, the economy flourishes. Village artisans are drowning in commissions, and money circulates more freely than ever before. Even more importantly, the Guild can invest its gold into local businesses. This has several desirable points for the profit oriented Guildmaster. - Artisans are able to perform better at their jobs. Priests bestow their blessings more freely. The local militia is able to prevent criminality (negative random events) from happening, or encourage them to keep an eye shut if the Guild's activities lean towards the nefarious. Woodcutters and other craftsmen become more effective at their work, allowing them to decrease the price of their products. - By investing in the construction of a running track, wrestling ring and/or meditation centre, the stats of all adventurers gain bonus increases. Not to mention the Frontier will be filled with Mr Olympia contenders. - Specialist classes and items become available to the Guild. Research into technology allows all to profit. - Businesses that have been invested in, pay their shareholders a part of their income. This gives the Guildmaster a good way to attain a passive income. Shares can be bought from local business owners directly or be bought over from other holders. Some might even be rewarded to the Guildmaster as a gift. A Guild with a monopoly on all trade is in a powerful position indeed. But some powerful people might not like your iron grip on the economy... d305cd8b31b63f46c0312cb74b121455c8c1477f Notoriety 0 55 182 2023-09-27T09:22:44Z Who's Jellies? 2 Created page with "In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting art..." wikitext text/x-wiki In great RPGs, a cherished feature is the possibility to shape the world with the actions of the player. This allows for roleplay and gives the game great replayability. So, what happens in Guild Legends when the player makes morally questionable decision after morally questionable decision? Why, the Notoriety of his guild increases! Picking the selfish option in quests, hiring dubious adventurers (necromancers, vampires, assassins, death knights), acquiring/crafting artefacts like a Dark Shrine or a torture device, or just being a bastards to NPCs. These all make your Guild to be known as a wretched hive of villainy and scum. How does increased Notoriety affect gameplay? - Adventurers with evil classes show up at your Guild more frequently. These are more powerful individually, but they increase the amount of negative random events and encounters. Some classes might even be locked behind a level of Notoriety! - Local law enforcement or militia will start fighting you. Extra loot! - Access to more morally questionable quests (and losing access to the virtuous ones). - The ability to harness the level of your Notoriety to persuade certain RPGs. - Access to the Black Market, which sells strange trinkets. - Dialogue with NPCs. They will chastise (or commend) you on your deeds! Notoriety works like a meter, affected by choices the player makes. This meter in turn affects the world. The player builds a reputation by his deeds. 2bbcee197e5e3f26fed662703046921c4112b7a5 Aenneic Guidance 0 56 183 2023-09-27T09:23:06Z Who's Jellies? 2 Created page with "The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Appren..." wikitext text/x-wiki The Apprentice bolsters adventurers with his ethereal powers, which allows them to accomplish amazing feats of power. Every battle opens with a flash of the Apprentice's third eye opening. In gameplay terms, the Apprentice can increase his abilities by leveling up. This allows new recruits to pick up faster, which lowers the amount of grinding necessary for them to become viable Guildmembers. Leveling happens after successfully completing (side)quests. When the Apprentice acquires a level, players can put one or two points in a skill, accessible in a skill tree. Examples would be: -Increased damage output -Lowered usage of morale -More efficient resource gathering -Faster overworld travelling -Decreased pay for adventurers etc. -Decreased countdown timers for skills Etc. Every level up also makes the opening animation for the battles more intricate. More light effects. More symbolism showing up. Etc. This allows for the player to feel the increase of power he has in the dangerous world of Guild Legends. 10c6b242a3ca71aaadd82e7226a2b99fbcb36c58 Feats 0 57 185 2023-09-27T09:23:44Z Who's Jellies? 2 Created page with "''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther dodge. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit with the knockb..." wikitext text/x-wiki ''Ding!'' "Neat! A level up after my first fight already? I wonder what it does." ''Click... Click...'' "Ah, some skillpoints. Cool. And... what's this? Feats?" ''Chuckles'' "A nod to Dungeons and Dragons. I like it. Let's see what we have here... Cooldown reduction on my standard attack. Alright! A farther dodge. Ok, maybe not for this adventurer, though. Increased knockback on attacks... Hmmm... I could make this fighter a real crowd control unit with the knockback increase, and put the CDR on attacks on my Rogue, so his attacks become like a whirlwind of pain. Oh! I get a feat every other level? And access to new feats every five levels? Sheesh, there are even class specific feats? And feats tied to quests I have completed? My, leveling is going to be ''interesting'' in this game. I can experiment with a ton of builds in this way! I can't wait to try this out further..." Feats will give players a way to fine-tune their Adventurers. No two Adventurers will be the same, even if they are of the same class. Adventurers may be given feats and stats to make them greater specialists. Imagine an Archer who is an expert Plant hunter in the Woods. Or a Warrior who fares well against large groups of enemies in the Plains. The benefit for the developers is that leveling now becomes something to look forward to, because every two levels bring a significant impact on a character. The player wants to level once more, because that level will contribute to the build he has in mind for his adventurers. "Oh, next level I can get that increase in attack range! That'd be sick for my sharpshooter Archer. Let's take one more commission..." Feats can be lifted from any DnD game, and adapted to Guild Legend. 620f53893e475b54e0f241f216c386bc4c4c7427 Introduction to the Story 0 58 190 2023-09-27T11:15:51Z Who's Jellies? 2 Created page with "[[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to inspire her people. Inspired by nightly visions of a mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mount..." wikitext text/x-wiki [[The Empire]] is falling apart. Ever since [[Nosirus|the King of Gods]] disappeared, the other [[Deities]] have grown unruly. As a result, [[Empress Liviana|the Empress]] is desperate for a cause to inspire her people. Inspired by nightly visions of a mysterious Goddess, she has set her sights on the newly discovered [[Frontier Island]], where strange incidents are ramping up. Fantastical and fearsome creatures are amassing on the landmass, dominated by a mystical mountain known as the Iron Spire. Since the army has grown turbulent since Nosirus' vanishing, the Empress must place the fate of the Empire in the care of a single organization: [[The Guild]]. However, not everyone is to be trusted. The only person Liviana has true faith in, is [[The Apprentice of Arx Cordix|the young Aennea from Arx Cortix]] who she raised as the child she never had. Although he is simply a Guildmaster in apprenticehood, his skill and dependableness are without question. At least, to the Empress... Together with his mentor and [[Paole Aolice|an Imperial Counsellor]], the Empress' protege travels to the Island. As he and his mentor belong to the enigmatic class of Imperials known as [[the Aennea]], the young apprentice and his kind can act as the ultimate administrator of any organization. His mind is not bound to one place, and he can bolster the mental and physical capacities of the Members of the Guild to miraculous heights. Aennea use this power to lead scientific endeavors, which are always peaceful in nature, since Aennea are prohibited from employing violence. The Guild is the single exception to this rule. Its function is to study the combat tactics and behaviors of creatures and enemy cultures. Another purpose for the Guild is to ascertain strategic features deep inside hostile territory, for the benefit of the Empire. Some critical laymen question the morality of having someone look over your shoulder while in direct combat or exploring. Ex-Guild members wave such inquiries aside, however. Their explanation is that the fame, power and fortune their collaboration with the Guild has brought them was worth everything. Those who leave the Guild after a lifetime of adventuring often remain good friends with the Aennea that guided them. It has also been observed that those who work together with the Guild, end up as individuals with abilities far beyond those of the average inhabitant of the Empire. Joining a Guild is therefore considered highly desirable for those with an adventurous aptitude. Guildmembers remain independent in all of their decisions outside of combat. Quests are based on commissions, which local Adventurers are free to accept or decline. Enhancement of Guildmembers may only take place during direct combat. This prevents the Guild from becoming an oppressive power in the hands of the Aennea. While the Imperial party settles on the Island amidst other unwitting Guilds, even more curious things start happening. The usually peaceful Emerald Sea becomes dominated by a giant sea monster, preventing Syren and the others from escaping the Frontier. It looks like they're stuck. Even more importantly, the local Aennea lose mainland contact with the hivemind, [[the Field]]. Connection with the Ancient Aennea in the Field was the main thing that prevented the young apprentice from succumbing to his vices. At night, he starts having dreams of a beautiful, otherworldly woman, who beckons the dreamer deeper into the Island, towards the Iron Spire... Just when circumstances seem disastrous enough, [[Lord Echek|three]] [[Orfeo de la Musa|terrifying]] [[F'tuun the Eternal|lords]] make their presence known. They seem to be hellbent on destroying eachother and wiping out the Empire. The apprentice and his allies are now up to the task to protect the inhabitants of the settlements, while keeping the Guild functioning and settle the fate of the Empire. 568c9e491377365010341d1bf1d89cfbd2ba8b14 Cutscene: Chapter II: Finding our Way 0 59 193 2023-09-27T11:54:58Z Who's Jellies? 2 Created page with "[[File:Enanna.jpg|thumb|right|Enanna, the Governor's niece]] [If the player talks to Paole about their mission] Paole nods to you, as you approach him. To most people, the stress of your hazardous journey overseas wouldn't have seemed to affect him much. However, you've known him for years. This, in combination with the keen senses you possess and the training you've received from your Order, allows you to detect much more than most people. His eyes miss some of their..." wikitext text/x-wiki [[File:Enanna.jpg|thumb|right|Enanna, the Governor's niece]] [If the player talks to Paole about their mission] Paole nods to you, as you approach him. To most people, the stress of your hazardous journey overseas wouldn't have seemed to affect him much. However, you've known him for years. This, in combination with the keen senses you possess and the training you've received from your Order, allows you to detect much more than most people. His eyes miss some of their gleam, and you can see he upholds his dignified posture with effort. When he speaks, his voice sounds soft, but clear. "Yes, Young Master?" "Paole, we have to talk about our mission." Your Counsillor takes a moment. Then looks away, and sighs. "Our dear Empress' request wasn't very... descriptive, was it? Travel to the Spire on Frontier Island... Well, we can see the accursed thing sticking out from the center of this Island. The question that remains is; how do we get there?" Paole walks over to the Commission Board. He takes one of the completed contracts down, and looks at it intensively. "What are you trying to do, Paole? Think the paper will just tell you where to go?" "Very funny, Young Master. I was considering the strength of the monsters here. Compared to the ones we encounter on the mainland, these seem to be much more fearsome. This in combination with that enormous creature attacking us at sea, makes me think something is... different here." You place your hand on Paole's shoulder. "We'll be alright, Paole. There is an Elder somewhere on this island. He will help us." "You've sensed someone?" "The contracts we fulfilled while the Governor was here-" "They were approved..." Paole finishes your sentence, with eyes widening. "Exactly, I need to talk to the other Aennea on this Island to find out more." For the first time since your arrival on the Island, Paole seems to relax a bit. "We have a goal, then!" You nod, and exchange bows with your Counsillor. 4b5c93b516e6f4c2605b2a087a8b47f707fe6113 194 193 2023-09-27T11:55:33Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|right|Enanna, the Governor's niece]] [If the player talks to Paole about the mission] Paole nods to you, as you approach him. To most people, the stress of your hazardous journey overseas wouldn't have seemed to affect him much. However, you've known him for years. This, in combination with the keen senses you possess and the training you've received from your Order, allows you to detect much more than most people. His eyes miss some of their gleam, and you can see he upholds his dignified posture with effort. When he speaks, his voice sounds soft, but clear. "Yes, Young Master?" "Paole, we have to talk about our mission." Your Counsillor takes a moment. Then looks away, and sighs. "Our dear Empress' request wasn't very... descriptive, was it? Travel to the Spire on Frontier Island... Well, we can see the accursed thing sticking out from the center of this Island. The question that remains is; how do we get there?" Paole walks over to the Commission Board. He takes one of the completed contracts down, and looks at it intensively. "What are you trying to do, Paole? Think the paper will just tell you where to go?" "Very funny, Young Master. I was considering the strength of the monsters here. Compared to the ones we encounter on the mainland, these seem to be much more fearsome. This in combination with that enormous creature attacking us at sea, makes me think something is... different here." You place your hand on Paole's shoulder. "We'll be alright, Paole. There is an Elder somewhere on this island. He will help us." "You've sensed someone?" "The contracts we fulfilled while the Governor was here-" "They were approved..." Paole finishes your sentence, with eyes widening. "Exactly, I need to talk to the other Aennea on this Island to find out more." For the first time since your arrival on the Island, Paole seems to relax a bit. "We have a goal, then!" You nod, and exchange bows with your Counsillor. fa8ea7ff300720541fb2c1d8e1176101a42d139e 195 194 2023-09-27T11:59:48Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|right|Enanna, the Governor's niece]] [If the player talks to Paole about the mission] Paole nods to you, as you approach him. To most people, the stress of your hazardous journey overseas wouldn't have seemed to affect him much. However, you've known him for years. This, in combination with the keen senses you possess and the training you've received from your Order, allows you to detect much more than most people. His eyes miss some of their gleam, and you can see he upholds his dignified posture with effort. When he speaks, his voice sounds soft, but clear. "Yes, Young Master?" "Paole, we have to talk about our mission." Your Counsillor takes a moment. Then looks away, and sighs. "Our dear Empress' request wasn't very... descriptive, was it? Travel to the Spire on Frontier Island... Well, we can see the accursed thing sticking out from the center of this Island. The question that remains is; how do we get there?" Paole walks over to the Commission Board. He takes one of the completed contracts down, and looks at it intensively. "What are you trying to do, Paole? Think the paper will just tell you where to go?" "Very funny, Young Master. I was considering the strength of the monsters here. Compared to the ones we encounter on the mainland, these seem to be much more fearsome. This in combination with that enormous creature attacking us at sea, makes me think something is... different here. Reaching the center of this place won't be an easy task." You place your hand on Paole's shoulder. "We'll be alright, Paole. There is an Elder somewhere on this island. He will help us." "You've sensed someone?" "The contracts we fulfilled while the Governor was here-" "They were approved..." Paole finishes your sentence, with eyes widening. "Exactly, I need to talk to the other Aennea on this Island to find out more." For the first time since your arrival on the Island, Paole seems to relax a bit. "We have a goal, then!" You nod, and exchange bows with your Counsillor. f42ed964e79a704dacc40d06e705295b18c0dc84 197 195 2023-09-27T12:02:42Z Who's Jellies? 2 wikitext text/x-wiki [If the player talks to Paole about the mission] Paole nods to you, as you approach him. To most people, the stress of your hazardous journey overseas wouldn't have seemed to affect him much. However, you've known him for years. This, in combination with the keen senses you possess and the training you've received from your Order, allows you to detect much more than most people. His eyes miss some of their gleam, and you can see he upholds his dignified posture with effort. When he speaks, his voice sounds soft, but clear. "Yes, Young Master?" "Paole, we have to talk about our mission." Your Counsillor takes a moment. Then looks away, and sighs. "Our dear Empress' request wasn't very... descriptive, was it? Travel to the Spire on Frontier Island... Well, we can see the accursed thing sticking out from the center of this Island. The question that remains is; how do we get there?" Paole walks over to the Commission Board. He takes one of the completed contracts down, and looks at it intensively. "What are you trying to do, Paole? Think the paper will just tell you where to go?" "Very funny, Young Master. I was considering the strength of the monsters here. Compared to the ones we encounter on the mainland, these seem to be much more fearsome. This in combination with that enormous creature attacking us at sea, makes me think something is... different here. Reaching the center of this place won't be an easy task." You place your hand on Paole's shoulder. "We'll be alright, Paole. There is an Elder somewhere on this island. He will help us." "You've sensed someone?" "The contracts we fulfilled while the Governor was here-" "They were approved..." Paole finishes your sentence, with eyes widening. "Exactly, I need to talk to the other Aennea on this Island to find out more." For the first time since your arrival on the Island, Paole seems to relax a bit. "We have a goal, then!" You nod, and exchange bows with your Counsillor. 05475e777527131d7c156ce99c252f7390d0cc87 Main Page 0 1 198 6 2023-09-27T12:03:56Z Who's Jellies? 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == This Main Page was created automatically and it seems it hasn't been replaced yet. [[Characters]] [[Factions]] [[Deities]] [[Games]] [[Guild Legends|Story]] === For the bureaucrat(s) of this wiki === Hello, and welcome to your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, we hope you will enjoy our hosting. You can immediately start working on your wiki or whenever you want. Need help? No problem! We will help you with your wiki as needed. To start, try checking out these helpful links: * [[mw:Special:MyLanguage/Help:Contents|MediaWiki guide]] (e.g. navigation, editing, deleting pages, blocking users) * [[meta:Special:MyLanguage/FAQ|Miraheze FAQ]] * [[meta:Special:MyLanguage/Request features|Request settings changes on your wiki]]. (Extensions, Skin and Logo/Favicon changes should be done through [[Special:ManageWiki]] on your wiki, see [[meta:Special:MyLanguage/ManageWiki|ManageWiki]] for more information.) ==== I still don't understand X! ==== Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we are still happy to help you. You can find us here: * [[meta:Special:MyLanguage/Help center|On our own Miraheze wiki]] * On [[phab:|Phabricator]] * On [https://miraheze.org/discord Discord] * On IRC in #miraheze on irc.libera.chat ([irc://irc.libera.chat/%23miraheze direct link]; [https://web.libera.chat/?channel=#miraheze webchat]) === For visitors of this wiki === Hello, the default Main Page of this wiki (this page) has not yet been replaced by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check again later! 07b744ebc811b9957c4a5a3c736d36e5d5c0b7aa Cutscene: Chapter III: Dinner with the Governor 0 60 199 2023-09-27T13:33:34Z Who's Jellies? 2 Created page with "[[File:Enanna.jpg|thumb|Enanna, niece of the Governor]]" wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] 712b5c217e9ab9505de694a9ea112ed486bc56cb Cutscene: Chapter II: Finding our Way 0 59 201 197 2023-09-28T07:06:12Z Who's Jellies? 2 wikitext text/x-wiki [If the player talks to Paole about the mission] Paole nods to you, as you approach him. To most people, the stress of your hazardous journey overseas wouldn't seem to have affected him much. However, you've known him for years. This, in combination with the keen senses you possess and the training you've received from your Order, allows you to detect much more than most people. His eyes miss some of their gleam, and you can see he upholds his dignified posture with effort. When he speaks, his voice sounds soft, but clear. "Yes, Young Master?" "Paole, we have to talk about our mission." Your Counsillor takes a moment. Then looks away, and sighs. "Our dear Empress' request wasn't very... descriptive, was it? Travel to the Spire on Frontier Island... Well, we can see the accursed thing sticking out from the center of this Island. The question that remains is; how do we get there?" Paole walks over to the Commission Board. He takes one of the completed contracts down, and looks at it intensively. "What are you trying to do, Paole? Think the paper will just tell you where to go?" "Very funny, Young Master. I was considering the strength of the monsters here. Compared to the ones we encounter on the mainland, these seem to be much more fearsome. This in combination with that enormous creature attacking us at sea, makes me think something is... different here. Reaching the center of this place won't be an easy task." You place your hand on Paole's shoulder. "We'll be alright, Paole. There is an Elder somewhere on this island. He will help us." "You've sensed someone?" "The contracts we fulfilled while the Governor was here-" "They were approved..." Paole finishes your sentence, with eyes widening. "Exactly, I need to talk to the other Aennea on this Island to find out more." For the first time since your arrival on the Island, Paole seems to relax a bit. "We have a goal, then!" You nod, and exchange bows with your Counsillor. 61b5ebf8a3e681bbb33fd2c4e7b7a4867ae40c92 202 201 2023-09-28T07:09:29Z Who's Jellies? 2 wikitext text/x-wiki [If the player talks to Paole about the mission] Paole nods to you, as you approach him. To most people, the stress of your hazardous journey overseas wouldn't seem to have affected him much. However, you've known him for years. This, in combination with the keen senses you possess and the training you've received from your Order, allows you to detect much more than most people. His eyes miss some of their gleam, and you can see he upholds his dignified posture with effort. When he speaks, his voice sounds soft, but clear. "Yes, Young Master?" "Paole, we have to talk about our mission." Your Counsillor takes a moment. Then looks away, and sighs. "Our dear Empress' request wasn't very... descriptive, was it? Travel to the Spire on Frontier Island... Well, we can see the accursed thing sticking out from the center of this Island. The question that remains is; how do we get there?" Paole walks over to the Commission Board. He takes one of the completed contracts down, and looks at it intensively. "What are you trying to do, Paole? Think the paper will just tell you where to go?" "Very funny, Young Master. I was considering the strength of the monsters here. Compared to the ones we encounter on the mainland, these seem to be much more fearsome. This in combination with that enormous creature attacking us at sea, makes me think something is... different here. Reaching the center of this place won't be an easy task." You place your hand on Paole's shoulder. "We'll be alright, Paole. There is an Elder somewhere on this island. He will help us." "You've sensed someone?" "The contracts we fulfilled while the Governor was here-" "They were approved..." Paole finishes your sentence, his voice trailing off in thought. Outside, you hear the rumble of thunder. Paole looks up. "It looks like we're not out of this storm yet," he says, mostly to himself. You bow to him, and take your leave. 8da647fd563d03a166225bf5bb6882411336281b 210 202 2023-10-01T10:35:55Z Who's Jellies? 2 wikitext text/x-wiki [If the player talks to Paole about the mission] Paole nods to you, as you approach him. To most people, the stress of your hazardous journey overseas wouldn't seem to have affected him much. However, you've known him for years. This, in combination with the keen senses you possess and the training you've received from your Order, allows you to detect much more than most people. His eyes miss some of their gleam, and you can see he upholds his dignified posture with effort. When he speaks, his voice sounds soft, but clear. "Yes, Young Master?" "Paole, we have to talk about our mission." Your Counsillor takes a moment. Then looks away, and sighs. "Our dear Empress' request wasn't very... descriptive, was it? Travel to the Spire on Frontier Island... Well, we can see the accursed thing sticking out from the center of this Island. The question that remains is; how do we get there?" Paole walks over to the Commission Board. He takes one of the completed contracts down, and looks at it intensively. "What are you trying to do, Paole? Think the paper will just tell you where to go?" "Very funny, Young Master. I was considering the strength of the monsters here. Compared to the ones we encounter on the mainland, these seem to be much more fearsome. This in combination with that enormous creature attacking us at sea, makes me think something is... different here. Reaching the center of this place won't be an easy task." You place your hand on Paole's shoulder. "We'll be alright, Paole. There is an Elder somewhere on this island. He will help us." Paole's eyebrows shoot up. "You've sensed someone?" "The contracts we fulfilled while the Governor was here-" "They were approved..." Paole finishes your sentence, his voice trailing off in thought. He shakes his head after a moment. "Young Master, forgive me. The workings of your Order never cease to leave me pondering." Your gazes meet, "How is a young man like yourself supposed to find his own way, if all you do is follow the directions of those Elders?" You feel a hot sensation kreeping up from your belly to your chest, before it makes it's way to your face. When you start talking, your voice is louder than you intend it to be. "Outsiders don't understand, and they never will! You don't know how it is to feel everything that happens out there! The fear, the pain. Do you know how often I've died? The Elders help us to carry that burden. That's why I ''need'' them!" Paole looks startled. Only now do you realize your voice came out louder than you intended. Your the muscles in your back are tensed, ready to release their power. Outside, you hear the rumble of thunder. Paole looks up. "It looks like we're not out of this storm yet," he says, mostly to himself. You apologize and bow to him, and take your leave. A feeling of shame flutters about your temper. 03d68a92b4780b13b2e7479c9dcfd21de55f2cef 211 210 2023-10-01T10:38:08Z Who's Jellies? 2 wikitext text/x-wiki [If the player talks to Paole about the mission] Paole nods to you, as you approach him. To most people, the stress of your hazardous journey overseas wouldn't seem to have affected him much. However, you've known him for years. This, in combination with the keen senses you possess and the training you've received from your Order, allows you to detect much more than most people. His eyes miss some of their gleam, and you can see he upholds his dignified posture with effort. When he speaks, his voice sounds soft, but clear. "Yes, Young Master?" "Paole, we have to talk about our mission." Your Counsillor takes a moment. Then looks away, and sighs. "Our dear Empress' request wasn't very... descriptive, was it? Travel to the Spire on Frontier Island... Well, we can see the accursed thing sticking out from the center of this Island. The question that remains is; how do we get there?" Paole walks over to the Commission Board. He takes one of the completed contracts down, and looks at it intensively. "What are you trying to do, Paole? Think the paper will just tell you where to go?" "Very funny, Young Master. I was considering the strength of the monsters here. Compared to the ones we encounter on the mainland, these seem to be much more fearsome. This in combination with that enormous creature attacking us at sea, makes me think something is... different here. Reaching the center of this place won't be an easy task." You place your hand on Paole's shoulder. "We'll be alright, Paole. There is an Elder somewhere on this island. He will help us." Paole's eyebrows shoot up. "You've sensed someone?" "The contracts we fulfilled while the Governor was here-" "They were approved..." Paole finishes your sentence, his voice trailing off in thought. He shakes his head after a moment. "Young Master, forgive me. The workings of your Order never cease to leave me pondering." Your gazes meet, "How is a young man like yourself supposed to find his own way, if all you do is follow the directions of those Elders?" The hand you placed on your Counsillor's shoulder slides off. You feel a hot sensation kreeping up from your belly to your chest, before it makes it's way to your face."Outsiders don't understand, and they never will! You don't know how it is to feel everything that happens out there! The fear, the pain. Do you know how often I've died? The Elders help us to carry that burden. That's why I ''need'' them!" Paole looks startled. Only now do you realize your voice came out louder than you intended. The muscles in your back are tensed, ready to release their power. Outside, you hear the rumble of thunder. Paole looks up. "It looks like we're not out of this storm yet," he says, mostly to himself. You apologize and bow to him, and take your leave. A feeling of shame flutters about your temper. f132809ad8a3573f724ff8f25364ed37fabdab30 212 211 2023-10-01T10:38:32Z Who's Jellies? 2 wikitext text/x-wiki [If the player talks to Paole about the mission] Paole nods to you, as you approach him. To most people, the stress of your hazardous journey overseas wouldn't seem to have affected him much. However, you've known him for years. This, in combination with the keen senses you possess and the training you've received from your Order, allows you to detect much more than most people. His eyes miss some of their gleam, and you can see he upholds his dignified posture with effort. When he speaks, his voice sounds soft, but clear. "Yes, Young Master?" "Paole, we have to talk about our mission." Your Counsillor takes a moment. Then looks away, and sighs. "Our dear Empress' request wasn't very... descriptive, was it? Travel to the Spire on Frontier Island... Well, we can see the accursed thing sticking out from the center of this Island. The question that remains is; how do we get there?" Paole walks over to the Commission Board. He takes one of the completed contracts down, and looks at it intensively. "What are you trying to do, Paole? Think the paper will just tell you where to go?" "Very funny, Young Master. I was considering the strength of the monsters here. Compared to the ones we encounter on the mainland, these seem to be much more fearsome. This in combination with that enormous creature attacking us at sea, makes me think something is... different here. Reaching the center of this place won't be an easy task." You place your hand on Paole's shoulder. "We'll be alright, Paole. There is an Elder somewhere on this island. He will help us." Paole's eyebrows shoot up. "You've sensed someone?" "The contracts we fulfilled while the Governor was here-" "They were approved..." Paole finishes your sentence, his voice trailing off in thought. He shakes his head after a moment. "Young Master, forgive me. The workings of your Order never cease to leave me pondering." Your gazes meet, "How is a young man like yourself supposed to find his own way, if all you do is follow the directions of those Elders?" The hand you placed on your Counsillor's shoulder slides off. You feel a hot sensation kreeping up from your belly to your chest, before it makes it's way to your face."Outsiders don't understand, and they never will! You don't know how it is to feel everything that happens out there! The fear, the pain. Do you know how often I've died? The Elders help us to carry that burden. That's why I ''need'' them!" Paole looks startled. Only now do you realize your voice came out louder than you intended. The muscles in your back are tensed, ready to release their power. Outside, you hear the rumble of thunder. Paole looks up. "It looks like we're not out of this storm yet," he says, mostly to himself. You apologize and bow to him, before taking your leave. A feeling of shame flutters about your temper. 7567035afc2d97320ef5025dc99269c64322d1ce 213 212 2023-10-01T11:03:12Z Who's Jellies? 2 wikitext text/x-wiki [If the player talks to Paole about the mission] Paole nods to you, as you approach him. To most people, the stress of your hazardous journey overseas wouldn't seem to have affected him much. However, you've known him for years. This, in combination with the keen senses you possess and the training you've received from your Order, allows you to detect much more than most people. His eyes miss some of their gleam, and you can see he upholds his dignified posture with effort. When he speaks, his voice sounds soft, but clear. "Yes, Young Master?" "Paole, we have to talk about our mission." Your Counsillor takes a moment. Then looks away, and sighs. "Our dear Empress' request wasn't very... descriptive, was it? Travel to the Spire on Frontier Island... Well, we can see the accursed thing sticking out from the center of this Island. The question that remains is; how do we get there?" Paole walks over to the Commission Board. He takes one of the completed contracts down, and looks at it intensively. "What are you trying to do, Paole? Think the paper will just tell you where to go?" "Very funny, Young Master. I was considering the strength of the monsters here. Compared to the ones we encounter on the mainland, these seem to be much more fearsome. This in combination with that enormous creature attacking us at sea, makes me think something is... different here. Reaching the center of this place won't be an easy task." You place your hand on Paole's shoulder. "We'll be alright, Paole. There is an Elder somewhere on this island. He will help us." Paole's eyebrows shoot up. "You've sensed someone?" "The contracts we fulfilled while the Governor was here-" "They were approved..." Paole finishes your sentence, his voice trailing off in thought. He shakes his head after a moment. "Young Master, forgive me. The workings of your Order never cease to leave me pondering." Your gazes meet, "How is a young man like yourself supposed to find his own way, if all you do is follow the directions of those Elders?" The hand you placed on your Counsillor's shoulder slides off. You feel a hot sensation kreeping up from your belly to your chest, before it makes it's way to your face."Outsiders don't understand, and they never will. You don't know how it is to feel everything that happens out there. The fear, the pain. Do you know how often I've died? The Elders help us to carry that burden. That's why I ''need'' them!" Paole looks startled. You realize you ended up nearly shouting your last words. The muscles in your back are tensed, ready to release their power. Outside, you hear the rumble of thunder. Paole looks up. "It looks like we're not out of this storm yet," he says, mostly to himself. You apologize and bow to him, before taking your leave. A feeling of shame flutters about your temper. 9013ed0037ee399c991793d9178bac7bc1569f91 Cutscene: Chapter III: Dinner with the Governor 0 60 203 199 2023-09-28T08:51:06Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go now?" You nod, "Sure, let's head out." As your company approaches the estate of the Governor, a servant halts you. "Excuse me, masters. The Governor hasn't finished his service yet. I could take you to the Temple of Nosirus if you'd like to attend the ceremony. If you wish, however, you can make yourselves comfortable in the guest quarter and await his return." Paole looks at you, "Well, Young Master? In the mood for 0ec3cc682b1ad6571950908f4cabb5100fae2269 204 203 2023-09-28T09:12:36Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go now?" You nod, "Sure, let's head out." As your company approaches the Estate of the Governor, a servant halts you. He bows, before speaking. "Excuse me, masters. The Governor hasn't finished his service yet. Since the ceremony is almost done, you can make yourselves comfortable in the guest quarter and await his return." You and Paole nod courteously, before you say: "Very well, thank you for telling us." You follow the servant to Nosirus' Temple on top of the hill next to the Estate. The Temple easily dwarfs any other building in the settlement. The eyes of the locals track you and Paole, as you enter the speaking area. You can already make out the booming voice of the Governor. "... and that's why our Paole looks at you, and smiles. "What say you, Young Master? In the mood for a holy ritual?" "Very well, let's see how the man serves his God." The servant bows once more, "The ceremony is almost finished, masters. It won't take long." 4fd61b9c8b736b0cf1d47cb5819ea5137f21527d 205 204 2023-09-28T09:27:45Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go now?" You nod, "Sure, let's head out." As your company approaches the Estate of the Governor, a servant halts you. He bows, before speaking. "Excuse me, masters. The Governor hasn't finished his service yet. Since the ceremony is almost done, you can make yourselves comfortable in the guest quarter and await his return." You and Paole nod courteously, before you say: "Very well, thank you for telling us." The two of you settle in the comfortable guest room. You follow the servant to Nosirus' Temple on top of the hill next to the Estate. The Temple easily dwarfs any other building in the settlement. The eyes of the locals track you and Paole, as you enter the speaking area. You can already make out the booming voice of the Governor. "... and that's why our Paole looks at you, and smiles. "What say you, Young Master? In the mood for a holy ritual?" "Very well, let's see how the man serves his God." The servant bows once more, "The ceremony is almost finished, masters. It won't take long." 142fb2d74ccd963d66f7ef24382e2a514ef7e97a 214 205 2023-10-02T11:37:01Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go?" You nod, "Sure, let's head out." "Excellent." He hesitates before speaking again. You notice a wariness in his eyes. "About earlier, Young Master..." A wave of annoyance hits your gut. "Forget about it, Paole. Let's go to the Governor." Your words come out quickly. Paole seems to want to say something, but changes his mind. He nods instead. "Let's take our leave." As the two of you approach the Governor's estate in silence, a young man halts you. His dress is modest, yet of high quality. He bows, before speaking. "Excuse me, masters. I was sent to await you. The Governor hasn't finished his service yet. Since the ceremony is almost done, you can make yourselves comfortable in the guest quarter until his return. I will bring you there." You and Paole nod courteously and thank the servant. He accompanies you through the gate and guides you through the lush gardens, while chattering about the plants. As you near the oaken front door of the manor, the man asks you: "Master Aennea, are you here to visit the other Guilds?"<br> He awaits your answer with an eager look. You smile to ease his nerves. "I am definitely planning to do so. Meeting others of my kind is a rare occurence. We're all so busy!" The man sighs. "We're all eager to hear from the Guild out of town. We haven't heard from them in months. It's a real shame, because they are essential for our economy. We run our trade routes with the mainland with the resources they obtain from their... business. But with the ports closed due to the monster, we can't sail out anytime soon." Your ears prick up at the notion of the other Guild. He turns his face, so friendly before, away. It looks permeated with worry. After a moment, he looks back up, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him, his voice is soft, yet reassuring. "Don't worry, good man. We're here to help with exactly that. As a matter of fact, it's why we're visiting the Governor this very moment! Now, is this door going to open itself?" He finishes with a chuckle. You have been standing in front of the door for a good minute now. "Yes, of course! E-enter, please. 5a6509c8344b75f11a48247e515f974e5d54b47a 215 214 2023-10-02T11:55:51Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go?" You nod, "Sure, let's head out." "Excellent." He hesitates before speaking again. You notice a wariness in his eyes. "About earlier, Young Master..." A wave of annoyance hits your gut. "Forget about it, Paole. Let's go to the Governor." Your words come out quickly. Paole seems to want to say something, but changes his mind. He nods instead. "Let's take our leave." As the two of you approach the Governor's estate in silence, a young man halts you. His dress is modest, yet of high quality. He bows, before speaking. "Excuse me, masters. I was sent to await you. The Governor hasn't finished his service yet. Since the ceremony is almost done, you can make yourselves comfortable in his manor until his return. I will bring you there." You and Paole nod courteously and thank the servant. He accompanies you through the gate and guides you through the lush gardens, while chattering about the plants. As you near the oaken front door of the manor, the man asks you: "Master Aennea, are you here to visit the other Guilds?"<br> He awaits your answer with an eager look. You smile to ease his nerves. "I am definitely planning to do so. Meeting others of my kind is a rare occurence. We're all so busy!" The man sighs. "We're all eager to hear from the Guild out of town. We haven't heard from them in months. It's a real shame, because they are essential for our economy. We run our trade routes with the mainland with the resources they obtain from their... business. But with the ports closed due to the monster, we can't sail out anytime soon." Your ears prick up at the notion of the other Guild. He turns his face, so friendly before, away. It looks permeated with worry. After a moment, he looks back up, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him, his voice is soft, yet reassuring. "Don't worry, good man. We're here to help with exactly that. As a matter of fact, it's why we're visiting the Governor this very moment! Now, is this door going to open itself?" He finishes with a chuckle. You have been standing in front of the door for a good minute now. "Yes, of course! E-enter, please. The drawing room is the first on the right. You will be helped to refreshments inside." The man bows his red head, but not before taking off his cap, which reveals his balding crown. You and Paole thank him, and head inside.<br> The interior of the manor is decorated simply, but you can see that what ''is'' there must have cost a lot. Paintings depicting scenery from Imperial history and myths adorn the walls of the entrance hall. "The Governor seems to be doing quite well," Paole says while studying a particularly beautiful painting. "Judging by the colors, these works must come straight from a House of Freana." His eyes widen as he recognizes the signature on the canvas.<br> "Young Master, you won't believe this! This work has been created by Offeo de la Musa!" "Beautiful, isn't it?" a familiar voice booms through the hall. e218e3e3f975be60f31290864b0c82ed9f3d9885 216 215 2023-10-02T11:57:26Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go?" You nod, "Sure, let's head out." "Excellent." He hesitates before speaking again. You notice a wariness in his eyes. "About earlier, Young Master..." A wave of annoyance hits your gut. "Forget about it, Paole. Let's go to the Governor." Your words come out quickly. Paole seems to want to say something, but changes his mind. He nods instead. "Let's take our leave." As the two of you approach the Governor's estate in silence, a young man halts you. His dress is modest, yet of high quality. He bows, before speaking. "Excuse me, masters. I was sent to await you. The Governor hasn't finished his service yet. Since the ceremony is almost done, you can make yourselves comfortable in his manor until his return. I will bring you there." You and Paole nod courteously and thank the servant. He accompanies you through the gate and guides you through the lush gardens, while chattering about the plants. As you near the oaken front door of the manor, the man asks you: "Master Aennea, are you here to visit the other Guilds?"<br> He awaits your answer with an eager look. You smile to ease his nerves. "I am definitely planning to do so. Meeting others of my kind is a rare occurence. We're all so busy!" The man sighs. "We're all eager to hear from the Guild out of town. We haven't heard from them in months. It's a real shame, because they are essential for our economy. We run our trade routes with the mainland with the resources they obtain from their... business. But with the ports closed due to the monster, we can't sail out anytime soon." Your ears prick up at the notion of the other Guild. He turns his face, so friendly before, away. It looks permeated with worry. After a moment, he looks back up, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him, his voice is soft, yet reassuring. "Don't worry, good man. We're here to help with exactly that. As a matter of fact, it's why we're visiting the Governor this very moment! Now, is this door going to open itself?" He finishes with a chuckle. You have been standing in front of the door for a good minute now. "Yes, of course! E-enter, please. The drawing room is the first on the right. You will be helped to refreshments inside." The man bows his red head, but not before taking off his cap, which reveals his balding crown. You and Paole thank him, and head inside.<br> The interior of the manor is decorated simply, but you can see that what ''is'' there must have cost a lot. Paintings depicting scenes from Imperial history and myth adorn the walls of the entrance hall. "The Governor seems to be doing quite well," Paole says while studying a particularly beautiful painting. "Judging by the colors, these works must come straight from a House of Freana." His eyes widen as he recognizes the signature on the canvas.<br> "Young Master, you won't believe this! This work has been created by Offeo de la Musa!" "Beautiful, isn't it?" a familiar voice booms through the hall. 8b929bd3def88ec8493cb84b2057e2ca54f2ddca 217 216 2023-10-03T08:17:44Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go?" You nod, "Sure, let's head out." "Excellent." He hesitates before speaking again. You notice a wariness in his eyes. "About earlier, Young Master-" A wave of annoyance hits your gut as the words exit the mouth of your advisor. "Forget about it, Paole. Let's go to the Governor." Your words come out quickly. Paole seems to want to say something, but changes his mind. He nods instead. "Let's take our leave." As the two of you approach the Governor's estate in silence, a young man halts you. His dress is modest, yet of high quality. He bows, before speaking. "Excuse me, masters. I was sent to await you. The Governor hasn't finished his service yet. Since the ceremony is almost done, you can make yourselves comfortable in his manor until his return. I will bring you there." You and Paole nod courteously and thank the servant. He accompanies you through the gate and guides you through the lush gardens, while chattering about the plants. As you near the oaken front door of the manor, the man asks you: "Master Aennea, are you here to visit the other Guilds?"<br> He awaits your answer with an eager look. You smile to ease his nerves. "I am planning to do so. Meeting others of my kind is a rare occurence." The man sighs. "We're all eager to hear from the Guild out of town. We haven't heard from them in months. It's quite the setback, because they are essential for our economy. Our trade routes with the mainland are imparted with the resources the Guild obtains with their... business. But with the ports closed due to the monster, we can't sail out anytime soon anyway." Your ears prick up at the notion of the other Guild. He turns his face, so friendly before, away. It looks permeated with worry. After a moment, he looks back up, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him, his voice is soft, yet reassuring. "Don't worry, good man. We're here to help with exactly that. As a matter of fact, it's why we're visiting the Governor this very moment! Now, is this door going to open itself?" He finishes with a chuckle. You have been standing in front of the door for a good minute now. "Yes, of course! E-enter, please. The drawing room is the first on the right. Y-you will be helped to refreshments inside." The man bows, while taking off his cap. You are presented with his balding crown. Paole and you thank him, and head inside. The decorations of the entrance hall are simple, but you can see that what ''is'' there must have cost a lot. Paintings with scenes from Imperial history and myth adorn the walls. "The Governor seems to be doing quite well," Paole says while studying a particularly beautiful painting, depicting Freana giving birth to Nosirus. "Judging by the colors, these works must come straight from a House of Freana." His eyes widen as he recognizes the signature on the canvas.<br> "Young Master, you won't believe this! This work has been created by Offeo de la Musa!" "Beautiful, isn't it?" a familiar voice booms through the hall. Startled, the two of you jerk your heads towards the door. c8f958e3b9580afc501d97b768586a3349209360 218 217 2023-10-03T08:36:07Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go?" You nod, "Sure, let's head out." "Excellent." He hesitates before speaking again. You notice a wariness in his eyes. "About earlier, Young Master-" A wave of annoyance hits your gut as the words exit the mouth of your advisor. "Forget about it, Paole. Let's go to the Governor." Your words come out quickly. Paole seems to want to say something, but changes his mind. He nods instead. "Let's take our leave." As the two of you approach the Governor's estate in silence, a young man halts you. His dress is modest, yet of high quality. He bows, before speaking. "Excuse me, masters. I was sent to await you. The Governor hasn't finished his service yet. Since the ceremony is almost done, you can make yourselves comfortable in his manor until his return. I will bring you there." You and Paole nod courteously and thank the servant. He accompanies you through the gate and guides you through the lush gardens, while chattering about the plants. As you near the oaken front door of the manor, the man asks you: "Master Aennea, are you here to visit the other Guilds?"<br> The notion of the other Guilds pricks your ears. The servant awaits your answer with an eager look. You smile to ease his nerves, and to mask your own excitement. "I am planning to do so. Meeting others of my kind is a rare occurence." The man sighs. "We're all eager to hear from the Guild out of town. Our settlement hasn't heard of them in months. That has enormous complications, because they are essential for our economy. Our trade routes with the mainland are imparted with the resources the Guild obtains with their... business. But with the ports closed due to the monster, we can't sail out anytime soon anyway." He turns his face, so friendly before, away. It looks permeated with worry now. After a moment, he looks back up, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him, his voice is soft, yet reassuring. "Don't worry, good man. We're here to help with exactly that. As a matter of fact, it's why we're visiting the Governor this very moment! Now, is this door going to open itself?" He finishes with a chuckle. You have been standing in front of the door for a good minute now. "Yes, of course! E-enter, please. The drawing room is the first on the right. Y-you will be helped to refreshments inside." The man bows, while taking off his cap. You are presented with his balding crown. Paole and you thank him, and head inside. The decorations inside are simple, but costly. Paintings with spectacular scenes from Imperial history and myth adorn the otherwise uncluttered hall. "The Governor seems to be doing quite well," Paole says while studying a particularly beautiful painting, depicting Freana giving birth to Nosirus. "These colors..." His eyes widen as he recognizes the signature on the canvas.<br> "Young Master, you won't believe this! This work has been created by-" "Beautiful, isn't she?" a familiar voice booms through the hall. Startled, the two of you jerk your heads towards the door. There stands the Governor, broadly smiling. His frame barely fits through the doorway, which is of considerable size itself. Once inside, he stretches his arms towards the works of art.<br>"They come from the local Temple of Freana! Guess who it's head priest is?"<br> Paole looks back to the painting. His eyes are strained on the elegant signature. You feel the urge to close his mouth for him. 406c7d1c76d553b023bc259034ba12d3fdff5eda 219 218 2023-10-03T08:46:07Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go?" You nod, "Sure, let's head out." "Excellent." He hesitates before speaking again. You notice a wariness in his eyes. "About earlier, Young Master-" A wave of annoyance hits your gut as the words exit the mouth of your advisor. "Forget about it, Paole. Let's go to the Governor." Your words come out quickly. Paole seems to want to say something, but changes his mind. He nods instead. "Let's take our leave." As the two of you approach the Governor's estate in silence, a young man halts you. His dress is modest, yet of high quality. He bows, before speaking. "Excuse me, masters. I was sent to await you. The Governor hasn't finished his service yet. Since the ceremony is almost done, you can make yourselves comfortable in his manor until his return. I will bring you there." You and Paole nod courteously and thank the servant. He accompanies you through the gate and guides you through the lush gardens, while chattering about the plants. As you near the oaken front door of the manor, the man asks you: "Master Aennea, are you here to visit the other Guilds?"<br> The notion of the other Guilds pricks your ears. The servant awaits your answer with an eager look. You smile to ease his nerves, and to mask your own excitement. "I am planning to do so. Meeting others of my kind is a rare occurence." The man sighs. "We're all eager to hear from the Guild out of town. Our settlement hasn't heard of them in months. Our trade routes with the mainland are supplied with the resources the Guild obtains with their... business. But with the ports closed due to the monster, we're not sailing out soon, anyway." He turns his face, so friendly before, away. It looks permeated with worry now. After a moment, he looks back up, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him, his voice is soft, yet reassuring. "Don't worry, good man. We're here to help with exactly that. As a matter of fact, it's why we're visiting the Governor this very moment! Now, is this door going to open itself?" He finishes with a mellow chuckle. You have been standing in front of the door for a good minute now. "Yes, of course! E-enter, please. The drawing room is the first on the right. Y-you will be helped to refreshments inside." The man takes off his cap and bows, presenting you with his balding crown. Paole and you thank him, before heading inside. The decorations inside are simple, but costly. Paintings with spectacular scenes from Imperial history and myth adorn the otherwise uncluttered hall. "The Governor seems to be doing quite well," Paole says while studying a particularly beautiful painting, depicting Freana giving birth to Nosirus. "These colors..." His eyes widen as he recognizes the signature on the canvas.<br> "Young Master, you won't believe this! This work has been created by-" "Beautiful, isn't she?" a familiar voice booms through the hall. Startled, the two of you jerk your heads towards the door. There stands the Governor, broadly smiling. His frame barely fits through the doorway, which is of considerable size itself. Once inside, he stretches his arms towards the works of art.<br>"They come from the local Temple of Freana! Guess who it's head priest is?"<br> Paole looks back to the painting. His eyes are strained on the elegant signature. You feel the urge to close his mouth for him.<br> "I take it you're an admirer of Offeo's work?" the Governor says, while laying his enormous hands on the shoulders of you and Paole. "Offeo de la Musa... is here..." Paole mutters to himself. The three of you appreciate the composition for a moment. You hear a cough behind you. 904f9342a689534219b3d1efc29323a51271b8e4 220 219 2023-10-03T09:17:43Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go?" You nod, "Sure, let's head out." "Excellent." He hesitates before speaking again. You notice a wariness in his eyes. "About earlier, Young Master-" A wave of annoyance hits your gut as the words exit the mouth of your advisor. "Forget about it, Paole. Let's go to the Governor." Your words come out quickly. Paole seems to want to say something, but changes his mind. He nods instead. "Let's take our leave." As the two of you approach the Governor's estate in silence, a young man halts you. His dress is modest, yet of high quality. He bows, before speaking. "Excuse me, masters. I was sent to await you. The Governor hasn't finished his service yet. Since the ceremony is almost done, you can make yourselves comfortable in his manor until his return. I will bring you there." You and Paole nod courteously and thank the servant. He accompanies you through the gate and guides you through the lush gardens, while chattering about the plants. As you near the oaken front door of the manor, the man asks you: "Master Aennea, are you here to visit the other Guilds?"<br> The notion of the other Guilds pricks your ears. The servant awaits your answer with an eager look. You smile to ease his nerves, and to mask your own excitement. "I am planning to do so. Meeting others of my kind is a rare occurence." The man sighs. "We're all eager to hear from the Guild out of town. Our settlement hasn't heard of them in months. Our trade routes with the mainland are supplied with the resources the Guild obtains with their... business. But with the ports closed due to the monster, we're not sailing out soon, anyway." He turns his face, so friendly before, away. It looks permeated with worry now. After a moment, he looks back up, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him, his voice is soft, yet reassuring. "Don't worry, good man. We're here to help with exactly that. As a matter of fact, it's why we're visiting the Governor this very moment! Now, is this door going to open itself?" He finishes with a mellow chuckle. You have been standing in front of the door for a good minute now. "Yes, of course! E-enter, please. The drawing room is the first on the right. Y-you will be helped to refreshments inside." The man takes off his cap and bows, presenting you with his balding crown. Paole and you thank him, before heading inside. The decorations inside are simple, but costly. Paintings with spectacular scenes from Imperial history and myth adorn the otherwise uncluttered hall. "The Governor seems to be doing quite well," Paole says while studying a particularly beautiful painting, depicting Freana giving birth to Nosirus. "These colors..." His eyes widen as he recognizes the signature on the canvas.<br> "Young Master, you won't believe this! This work has been created by-" "Beautiful, isn't she?" a familiar voice booms through the hall. Startled, the two of you jerk your heads towards the door. There stands the Governor, broadly smiling. His frame barely fits through the doorway, which is of considerable size itself. Once inside, he stretches his arms towards the works of art.<br>"They come from the local Temple of Freana! Guess who it's head priest is?"<br> Paole looks back to the painting. His eyes are strained on the elegant signature. You feel the urge to close his mouth for him.<br> "I take it you're an admirer of Offeo's work?" the Governor says, while laying his enormous hands on the shoulders of you and Paole. "Offeo de la Musa... is here..." Paole mutters to himself. The three of you appreciate the composition for a moment. A cough behind you interrupts your musings. "There must be an emergency, if the Empress sends her favorite Aennea and her personal Counsillor all the way to King's Return..."<br> You turn around, to meet eyes with an acquainted Imperial Official. From the corner of your eye, you catch Paole stiffening for a second, before regaining his composure. The black and purple, denoting his rank as a chaplain underneath Governor Sabor.<br> You bow, "Master Hecato." Paole repeats your gesture, which Hecato returns. Sabor is quickly glancing between the three of you with a puzzled frown, before he breaks the tension by laughing and firmly slapping you and Hecato's shoulders. You buckle under the force. d49f7cb113fd4b9d84510a0b55116984a78feb66 221 220 2023-10-03T09:22:21Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go?" You nod, "Sure, let's head out." "Excellent." He hesitates before speaking again. You notice a wariness in his eyes. "About earlier, Young Master-" A wave of annoyance hits your gut as the words exit the mouth of your advisor. "Forget about it, Paole. Let's go to the Governor." Your words come out quickly. Paole seems to want to say something, but changes his mind. He nods instead. "Let's take our leave." As the two of you approach the Governor's estate in silence, a young Official halts you. His black and green dress denotes his low rank in the Temple of Nosirus. He bows, before speaking. "Excuse me, masters. I was sent to await you. The Governor hasn't finished his service yet. Since the ceremony is almost done, you can make yourselves comfortable in his manor until his return. I will bring you there." You and Paole nod courteously and thank the man. He accompanies you through the gate and guides you through the lush gardens, while chattering about the plants. As you near the oaken front door of the manor, the Official asks you: "Master Aennea, are you here to visit the other Guilds?"<br> The notion of the other Guilds pricks your ears. The servant awaits your answer with an eager look. You smile to ease his nerves, and to mask your own excitement. "I am planning to do so. Meeting others of my kind is a rare occurence." The man sighs. "We're all eager to hear from the Guild out of town. Our settlement hasn't heard of them in months. Our trade routes with the mainland are supplied with the resources the Guild obtains with their... business. But with the ports closed due to the monster, we're not sailing out soon, anyway." He turns his face, so friendly before, away. It looks permeated with worry now. After a moment, he looks back up, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him, his voice is soft, yet reassuring. "Don't worry, good man. We're here to help with exactly that. As a matter of fact, it's why we're visiting the Governor this very moment! Now, is this door going to open itself?" He finishes with a mellow chuckle. You have been standing in front of the door for a good minute now. "Yes, of course! E-enter, please. The drawing room is the first on the right. Y-you will be helped to refreshments inside." The man takes off his cap and bows, presenting you with his balding crown. Paole and you thank him, before heading inside. The decorations inside are simple, but costly. Paintings with spectacular scenes from Imperial history and myth adorn the otherwise uncluttered hall. "The Governor seems to be doing quite well," Paole says while studying a particularly beautiful painting, depicting Freana giving birth to Nosirus. "These colors..." His eyes widen as he recognizes the signature on the canvas.<br> "Young Master, you won't believe this! This work has been created by-" "Beautiful, isn't she?" a familiar voice booms through the hall. Startled, the two of you jerk your heads towards the door. There stands the Governor, broadly smiling. His frame barely fits through the doorway, which is of considerable size itself. Once inside, he stretches his arms towards the works of art.<br>"They come from the local Temple of Freana! Guess who it's head priest is?"<br> Paole looks back to the painting. His eyes are strained on the elegant signature. You feel the urge to close his mouth for him.<br> "I take it you're an admirer of Offeo's work?" the Governor says, while laying his enormous hands on the shoulders of you and Paole. "Offeo de la Musa... is here..." Paole mutters to himself. The three of you appreciate the composition for a moment. A cough behind you interrupts your musings. "There must be an emergency, if the Empress sends her favorite Aennea and her personal Counsillor all the way to King's Return..."<br> You turn around, to meet eyes with an acquainted Imperial Official. From the corner of your eye, you catch Paole stiffening for a second, before regaining his composure. The new arrival is dressed in black and purple, denoting his rank as a chaplain.<br> You bow, "Master Hecato." Paole repeats your gesture, which Hecato returns. Sabor is quickly glancing between the three of you with a puzzled frown, before he breaks the tension by laughing and firmly slapping you and Hecato's shoulders. You buckle under the force. 5ae25617c3174f314f8ae4831b36c07f0fa8a109 222 221 2023-10-03T09:26:10Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go?" You nod, "Sure, let's head out." "Excellent." He hesitates before speaking again. You notice a wariness in his eyes. "About earlier, Young Master-" A wave of annoyance hits your gut as the words exit the mouth of your advisor. "Forget about it, Paole. Let's go to the Governor." Your words come out quickly. Paole seems to want to say something, but changes his mind. He nods instead. "Let's take our leave." As the two of you approach the Governor's estate in silence, a young Official halts you. His black and green dress denotes his low rank in the Temple of Nosirus. He bows, before speaking. "Excuse me, masters. I was sent to await you. The Governor hasn't finished his service yet. Since the ceremony is almost done, you can make yourselves comfortable in his manor until his return. I will bring you there." You and Paole nod courteously and thank the man. He accompanies you through the gate and guides you through the lush gardens, while chattering about the plants. As you near the oaken front door of the manor, the Official asks you: "Master Aennea, are you here to visit the other Guilds?"<br> The notion of the other Guilds pricks your ears. The servant awaits your answer with an eager look. You smile to ease his nerves, and to mask your own excitement. "I am planning to do so. Meeting others of my kind is a rare occurence." The man sighs. "We're all eager to hear from the Guild out of town. Our settlement hasn't heard of them in months. Our trade routes with the mainland are supplied with the resources the Guild obtains with their... business. But with the ports closed due to the monster, we're not sailing out soon, anyway." He turns his face, so friendly before, away. It looks permeated with worry now. After a moment, he looks back up, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him, his voice is soft, yet reassuring. "Don't worry, good man. We're here to help with exactly that. As a matter of fact, it's why we're visiting the Governor this very moment! Now, is this door going to open itself?" He finishes with a mellow chuckle. You have been standing in front of the door for a good minute now. "Yes, of course! E-enter, please. The drawing room is the first on the right. Y-you will be helped to refreshments inside." The man takes off his cap and bows, presenting you with his balding crown. Paole and you thank him, before heading inside. The decorations inside are simple, but costly. Paintings with spectacular scenes from Imperial history and myth adorn the otherwise uncluttered hall. "The Governor seems to be doing quite well," Paole says while studying a particularly beautiful painting, depicting Freana giving birth to Nosirus. "These colors..." His eyes widen as he recognizes the signature on the canvas.<br> "Young Master, you won't believe this! This work has been created by-" "Beautiful, isn't she?" a familiar voice booms through the hall. Startled, the two of you jerk your heads towards the door. There stands the Governor, broadly smiling. His frame barely fits through the doorway, which is of considerable size itself. Once inside, he stretches his arms towards the works of art.<br>"They come from the local Temple of Freana! Guess who it's head priest is?"<br> Paole looks back to the painting. His eyes are strained on the elegant signature. You feel the urge to close his mouth for him.<br> "I take it you're an admirer of Offeo's work?" the Governor says, while laying his enormous hands on the shoulders of you and Paole. "Offeo de la Musa... is here..." Paole mutters to himself. The three of you appreciate the composition for a moment. A cough behind you interrupts your musings. "There must be an emergency, if the Empress sends her favorite Aennea and her personal Counsillor all the way to King's Return..."<br> You turn around, to meet eyes with an acquainted Imperial Official. The man is in his forties, and quite good looking. A few strands of jet black hair appear from underneath his cap. From the corner of your eye, you catch Paole stiffening for a second, before regaining his composure. The new arrival is dressed in black and purple, denoting his rank as a chaplain.<br> You bow, "Master Hecato." Paole repeats your gesture, which Hecato returns. Sabor is quickly glancing between the three of you with a puzzled frown, before he breaks the tension by laughing and firmly slapping you and Hecato's shoulders. You both buckle under the force. <br> "So you already know eachother! Excellent. 9d9f61a8212fa98167592ba7e02a8f76e2eac4c6 223 222 2023-10-03T15:56:07Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go?" You nod, "Sure, let's head out." "Excellent." He hesitates before speaking again. You notice a wariness in his eyes. "About earlier, Young Master-" A wave of annoyance hits your gut as the words exit the mouth of your advisor. "Forget about it, Paole. Let's go to the Governor." Your words come out quickly. Paole seems to want to say something, but changes his mind. He nods instead. "Let's take our leave." As the two of you approach the Governor's estate in silence, a young Official halts you. He bows, before speaking. "Excuse me, masters. I was sent to await you. The Governor hasn't finished giving his service in Norisus' temple yet. Since the ceremony is almost done, you can make yourselves comfortable in his manor until his return. I will bring you there." You and Paole nod courteously and thank the man. He accompanies you through the gate and guides you through the lush gardens, while chattering about the plants. As you near the oaken front door of the manor, the Official asks you: "Master Aennea, are you here to visit the other Guilds?"<br> The notion of the other Guilds pricks your ears. The servant awaits your answer with an eager look. You smile to ease his nerves, and to mask your own excitement. "I am planning to do so. Meeting others of my kind is a rare occurence." The man sighs. "We're all eager to hear from the Guild out of town. Our settlement hasn't heard of them in months. Our trade routes with the mainland are supplied with the resources the Guild obtains with their... business. But with the ports closed due to the monster, we're not sailing out soon, anyway." He turns his face away. It looks permeated with worry. After a moment, he looks back up, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him, his voice is soft, yet reassuring. "Don't worry, good man. We're here to help with exactly that. As a matter of fact, it's why we're visiting the Governor this very moment! Now, is this door going to open itself?" He finishes with a mellow chuckle. You have been standing in front of the door for a good minute now. "Yes, of course! E-enter, please. The drawing room is the first on the right. Y-you will be helped to refreshments inside." The man takes off his cap and bows, presenting you with his balding crown. Paole and you thank him, before heading inside. The decorations inside are simple, but costly. Paintings with spectacular scenes from Imperial history and myth adorn the otherwise uncluttered hall. "The Governor seems to be doing quite well," Paole says while studying a particularly beautiful painting, depicting Freana giving birth to Nosirus. "These colors..." His eyes widen as he recognizes the signature on the canvas.<br> "Young Master, you won't believe this! This work has been created by-" "Beautiful, isn't she?" a familiar voice booms through the hall. Startled, the two of you jerk your heads towards the door. There stands the Governor, broadly smiling. His frame barely fits through the doorway, which is of considerable size itself. Once inside, he stretches his arms towards the works of art.<br>"They come from the local Temple of Freana! Guess who it's head priest is?"<br> Paole looks back to the painting. His eyes are strained on the elegant signature. You feel the urge to close his mouth for him.<br> "I take it you're an admirer of Offeo's work?" the Governor says, while laying his enormous hands on the shoulders of you and Paole. "Offeo de la Musa... is here..." Paole mutters to himself. The three of you appreciate the composition for a moment. A cough behind you interrupts your musings. "There must be an emergency, if the Empress sends her favorite Aennea and her personal Counsillor all the way to King's Return..."<br> You turn around, to meet eyes with an acquainted Imperial Official. The man is in his forties, and quite good looking. A few strands of jet black hair appear from underneath his cap. From the corner of your eye, you catch Paole stiffening for a second, before regaining his composure. The new arrival is dressed in black and purple, denoting his rank as a chaplain.<br> You bow, "Master Hecato." Paole repeats your gesture, which Hecato returns. Sabor is quickly glancing between the three of you with a puzzled frown, before he breaks the tension by laughing and firmly slapping you and Hecato's shoulders. You both buckle under the force. <br> "So you already know eachother! Excellent. c3b5bbb0cb3255436bdf590c83e50800534ba62b 224 223 2023-10-03T16:44:52Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go?" The load you bear of Aiding the Adventurers tries to convince you that you should rest. [Player Choice] Instead, you nod. "Sure, let's head out." "Excellent." He hesitates before speaking again. You notice a wariness in his eyes. "About earlier, Young Master-" A wave of annoyance hits your gut as the words exit the mouth of your advisor. <br> [Player Choice] You wave your hand in a dismissive gesture. "Forget about it, Paole. Let's go to the Governor." Your words come out quickly. Paole seems to want to say something, but changes his mind. He nods instead. "Let's take our leave." As the two of you approach the Governor's estate in an uncomfortable silence, a young Official halts you. He bows, before speaking.<br> "Excuse me, masters. I was sent to await you. The Governor hasn't finished giving his service in Nosirus' temple yet. Since the ceremony is almost done, you can make yourselves comfortable in his manor until his return. I will bring you there." You and Paole nod courteously and thank the man. He accompanies you through the gate and guides you through the lush gardens, while chattering about the plants. As you near the oaken front door of the manor, the Official asks you: "Master Aennea, are you here to visit the other Guilds?"<br> The notion of the other Guilds pricks your ears. The servant awaits your answer with an eager look. You wonder if your eyes betray your fatigue. [Player choice] You smile to set the Official at ease. "I am planning to do so. Meeting others of my kind is a rare occurence." The man sighs. "We're all eager to hear from the Guild outside of town. Our settlement hasn't heard of them in months. Our trade routes with the mainland are supplied with the resources the Guild obtains with their... business. But with the ports closed due to the monster, we're not sailing out soon, anyway." He turns his face away. It looks permeated with worry. After a moment, he looks back up, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him with a soft, yet reassuring voice. "Don't worry, good man. We're here to help with exactly that. As a matter of fact, it's why we're visiting the Governor this very moment! Now, is this door going to open itself?" He finishes with a mellow chuckle. You have been standing in front of the door for a good minute now. "Yes, of course! E-enter, please. The Governor will be here any moment." The man opens the door and bows. He takes off his cap while doing so, presenting you with his balding crown. Paole and you thank him, before heading inside. The decorations inside are simple, but costly. Paintings with spectacular scenes from Imperial history and myth adorn the otherwise uncluttered hall. "The Governor seems to be doing well," Paole says while studying a particularly beautiful painting, depicting Freana giving birth to Nosirus. "These colors..." His eyes widen as he recognizes the signature on the canvas.<br> "Young Master, you won't believe this! This work has been created by-" "Beautiful, isn't she?" a familiar voice booms through the hall. Startled, the two of you jerk your heads towards the door. There stands the Governor, broadly smiling. His frame barely fits through the doorway, which is of considerable size itself. Once inside, he stretches his arms towards the works of art.<br> "They come from the local Temple of Freana! Guess who it's head priest is?"<br> Paole looks back to the painting. His eyes are strained on the elegant signature. You feel the urge to close his mouth for him.<br> "I take it you're an admirer of Offeo's work?" the Governor says, while laying his enormous hands on the shoulders of you and Paole. "Offeo de la Musa... is here..." Paole mutters to himself. The three of you appreciate the composition for a moment. A cough behind you interrupts your musings. "There must be an emergency, if the Empress sends her favorite Aennea and her personal Counsillor all the way to King's Return..."<br> You turn around, to meet eyes with an acquainted Imperial Official. The man's age is hard to gauge. He could be thirty or fifty. A few strands of jet black hair appear from underneath his cap, framing his handsome face. From the corner of your eye, you catch Paole stiffening for a second, before regaining his composure.<br> [Player Choice] You bow, "Master Hecato."<br> Paole repeats your gesture, which Hecato returns. Sabor is quickly glancing between the three of you with a puzzled frown, before he breaks the tension by laughing and firmly slapping you and Hecato's shoulders. You both buckle under the force. <br> "So you already know eachother! Excellent. That saves me the trouble of introducing you. Let us have dinner. Enanna will be joining us!" 2345a20e281e1c09115238f9e3929f474b45e151 225 224 2023-10-03T16:45:36Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go?" The load you bear of Aiding the Adventurers tries to convince you that you should rest. [Player Choice] Instead, you nod. "Sure, let's head out." "Excellent." He hesitates before speaking again. You notice a wariness in his eyes. "About earlier, Young Master-" A wave of annoyance hits your gut as the words exit the mouth of your advisor. <br> [Player Choice] You wave your hand in a dismissive gesture. "Forget about it, Paole. Let's go to the Governor." Your words come out quickly. Paole seems to want to say something, but changes his mind. He nods instead. "Let's take our leave." As the two of you approach the Governor's estate in an uncomfortable silence, a young Official halts you. He bows, before speaking.<br> "Excuse me, masters. I was sent to await you. The Governor hasn't finished giving his service in Nosirus' temple yet. Since the ceremony is almost done, you can make yourselves comfortable in his manor until his return. I will bring you there." You and Paole nod courteously and thank the man. He accompanies you through the gate and guides you through the lush gardens, while chattering about the plants. As you near the oaken front door of the manor, the Official asks you: "Master Aennea, are you here to visit the other Guilds?"<br> The notion of the other Guilds pricks your ears. The servant awaits your answer with an eager look. You wonder if your eyes betray your fatigue. [Player choice] You smile to set the Official at ease. "I am planning to do so. Meeting others of my kind is a rare occurence." The man sighs. "We're all eager to hear from the Guild outside of town. Our settlement hasn't heard of them in months. Our trade routes with the mainland are supplied with the resources the Guild obtains with their... business. But with the ports closed due to the monster, we're not sailing out soon, anyway." He turns his face away. It looks permeated with worry. After a moment, he looks back up, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him with a soft, yet reassuring voice. "Don't worry, good man. We're here to help with exactly that. As a matter of fact, it's why we're visiting the Governor this very moment! Now, is this door going to open itself?" He finishes with a mellow chuckle. You have been standing in front of the door for a good minute now. "Yes, of course! E-enter, please. The Governor will be here any moment." The man opens the door and bows. He takes off his cap while doing so, presenting you with his balding crown. Paole and you thank him, before heading inside. The decorations inside are simple, but costly. Paintings with spectacular scenes from Imperial history and myth adorn the otherwise uncluttered hall. "The Governor seems to be doing well," Paole says while studying a particularly beautiful painting, depicting Freana giving birth to Nosirus. "These colors..." His eyes widen as he recognizes the signature on the canvas.<br> "Young Master, you won't believe this! This work has been created by-" "Beautiful, isn't she?" a familiar voice booms through the hall. Startled, the two of you jerk your heads towards the door. There stands the Governor, broadly smiling. His frame barely fits through the doorway, which is of considerable size itself. Once inside, he stretches his arms towards the works of art.<br> "They come from the local Temple of Freana! Guess who it's head priest is?"<br> Paole looks back to the painting. His eyes are strained on the elegant signature. You feel the urge to close his mouth for him.<br> "I take it you're an admirer of Offeo's work?" the Governor says, while laying his enormous hands on the shoulders of you and Paole. "Offeo de la Musa... is here..." Paole mutters to himself. The three of you appreciate the composition for a moment. A cough behind you interrupts your musings. "There must be an emergency, if the Empress sends her favorite Aennea and her personal Counsillor all the way to King's Return..."<br> You turn around, to meet eyes with an acquainted Imperial Official. The man's age is hard to gauge. He could be thirty or fifty. A few strands of jet black hair appear from underneath his cap, framing his handsome face. From the corner of your eye, you catch Paole stiffening for a second, before regaining his composure.<br> [Player Choice] You bow, "Master Hecato."<br> Paole repeats your gesture, which Hecato returns. Sabor is quickly glancing between the three of you with a puzzled frown, before he breaks the tension by laughing and firmly slapping you and Hecato's shoulders. You both buckle under the force.<br> "So you already know eachother! Excellent. That saves me the trouble of introducing you. Let us have dinner. Enanna will be joining us!" 320052c907374376f87eab72b1ae1dac11805f8d Cutscene: Chapter I: Welcome to Frontier Island 0 47 206 200 2023-09-29T09:03:53Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sebor Lepo, Mayor of King's Return]] '''[LEVEL UP TUTORIAL]''' The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the vestments of the Royal Counsillor. She immediately sends for the Governor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Prelate, and appears to be slightly out of breath. His smile, however, is genuine. <br> He addresses Paole after bowing to him, as he begins to speak with a warm voice. His eyes, however, betray a flicker of fear. "Welcome to Frontier Island! I am Sebor Lepo, governor of this humble outpost. To what do I owe this honor, Master Counsillor?" Paole can't help but to show a hint of a smirk, then nods to you. "My name is Paole Aolicce, and this is Young Master [...]I serve as his adviser." Sebor sighs of relief. "Ah, an honor to meet you in the flesh, Master Aolicce. I loved your work on the illuminations of Tetzel's prophecies." He then bows to you. "Your personal Counsillor, eh? You must be quite the Aennea, then!" "Paole is indispensable to me, your Honor. His advice is invaluable." Sabor laughs, "Please! Call me Sabor!" Paole bows. Paole: It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. Our youngest offspring is about the age of our new Guildmaster here! We desperately need more blessings of fertility, or we're done for! Paole: The Empress would be moved by your dedication. Governor: Hm, yes. Truth is, when man is long removed from the hustle and bustle of civilization, one tends to reconnect to the divine. Anyway, enough rumination! Let's show you around! Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! [The Governor walks ahead, Paole and MC linger for a moment.] Paole: Young Master, I propose we hold off with sharing our experience at sea for now. Disturbing the peace may prove to be... unwise. MC: I see... Let's hear what the Governor has to tell us about King's Return. '''[The Governor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Sabor, MC and Paole enter the empty Guild Hall]''' Mayor: And this *the Mayor gestures grandly around* is your own Guild Hall! The Empress had it commissioned years ago. I suppose you were still in training by that time, judging by your years. MC: That's right. ...[Years ago?] Paole: It's not very... spacious, is it? Mayor: All according to Imperial standard, dear Counsellor. The eventual size depends on our dear Guild Master, here. There's plenty of space for expansion. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work! '''[Tutorial on commissioning quests, in the style of the Mayor saying: "Oh! And what do you do now?" Where Paole responds: "The Young Master has to send a party on a ''reconnaissance'' mission to scout out the lands. This will allow him to send larger parties into this area, prepared for more dangerous groups of enemies.]''' Paole: Another quest brought to a satisfying end. Congratulations, Young Master. MC: Thanks, Paole... [Strange. Even though I cannot connect to the Field, my Commisions are being approved. There must be an Elder still connected to me!] Mayor: How exciting! You'll bring in healthy competition for the other Guilds! MC: Yes, I'd love to meet them... [And find out what in Heaven's name is going on...] Paole: I suggest we get ourselves acquainted with the lay of this land, Young Master. Meeting your... collegues will come in due time. MC: Yes, I- Girl's voice: Hello? Uncle, are you here? Mayor: Enanna, come in! A young woman enters the Hall. She makes a curtsy to you and Paole, before turning to the Governor. As she speaks, her tone is soft. Yet urgency can be heard underneath. Enanna: Uncle, I bring urgent news. A Yonghéng woman, stripped of all clothes, has washed ashore. Furthermore, the fishermen report they cannot get into the deep waters. A giant sea monster appears to be dominating our shores! The Mayor's jolly expression vanishes. His body seems to have turned as rigid as a plank. All he manages to let out are a few squeaks, before he finds his voice again. All blood seems to have disappeared from his face, as he speaks. "We have upset Freana... The Goddess of the Oceans is surely punishing us for one thing or the other! By Thethme's Staff... What are we to do now?" Regaining his composure somewhat, he wipes the transpiration from his now drenched forehead. The Governor forgets his handkerchief, using his sleeve instead. After a second, he seems to remember where he is, and with whom. "Forgive me, gentlemen. I have to leave. Tomorrow, I will send for you to have dinner in my abode. I hope to see you then. If you'll excuse me..." With big strides, the Governor leaves. The girl locks eyes with you for an instant and smiles, before she bows and follows her uncle. Paole sighs. "It seems our arrival brings bad tidings, Young Master. It seems as if the Universe is trying to tell us something... How much easier would it be if we simple mortals could just surrender ourselves to the will of the Gods?" <br> After pondering for a few moments, Paole looks at you, and smiles, "Let's set up the Guild as good as we can. We shouldn't forget the reason we're here!" [From here on, the game opens up. The player is free to talk to Paole about their mission. After one day, the Governor will send an invitation for the player to come over, which will trigger the next part of the story when the player decides to go visit.] 5df885843d81f532a3831323e0c16b192f6b055d 207 206 2023-09-29T09:04:27Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sabor Lepo, Governor of King's Return]] '''[LEVEL UP TUTORIAL]''' The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the vestments of the Royal Counsillor. She immediately sends for the Governor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Prelate, and appears to be slightly out of breath. His smile, however, is genuine. <br> He addresses Paole after bowing to him, as he begins to speak with a warm voice. His eyes, however, betray a flicker of fear. "Welcome to Frontier Island! I am Sebor Lepo, governor of this humble outpost. To what do I owe this honor, Master Counsillor?" Paole can't help but to show a hint of a smirk, then nods to you. "My name is Paole Aolicce, and this is Young Master [...]I serve as his adviser." Sebor sighs of relief. "Ah, an honor to meet you in the flesh, Master Aolicce. I loved your work on the illuminations of Tetzel's prophecies." He then bows to you. "Your personal Counsillor, eh? You must be quite the Aennea, then!" "Paole is indispensable to me, your Honor. His advice is invaluable." Sabor laughs, "Please! Call me Sabor!" Paole bows. Paole: It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. Our youngest offspring is about the age of our new Guildmaster here! We desperately need more blessings of fertility, or we're done for! Paole: The Empress would be moved by your dedication. Governor: Hm, yes. Truth is, when man is long removed from the hustle and bustle of civilization, one tends to reconnect to the divine. Anyway, enough rumination! Let's show you around! Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! [The Governor walks ahead, Paole and MC linger for a moment.] Paole: Young Master, I propose we hold off with sharing our experience at sea for now. Disturbing the peace may prove to be... unwise. MC: I see... Let's hear what the Governor has to tell us about King's Return. '''[The Governor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Sabor, MC and Paole enter the empty Guild Hall]''' Mayor: And this *the Mayor gestures grandly around* is your own Guild Hall! The Empress had it commissioned years ago. I suppose you were still in training by that time, judging by your years. MC: That's right. ...[Years ago?] Paole: It's not very... spacious, is it? Mayor: All according to Imperial standard, dear Counsellor. The eventual size depends on our dear Guild Master, here. There's plenty of space for expansion. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work! '''[Tutorial on commissioning quests, in the style of the Mayor saying: "Oh! And what do you do now?" Where Paole responds: "The Young Master has to send a party on a ''reconnaissance'' mission to scout out the lands. This will allow him to send larger parties into this area, prepared for more dangerous groups of enemies.]''' Paole: Another quest brought to a satisfying end. Congratulations, Young Master. MC: Thanks, Paole... [Strange. Even though I cannot connect to the Field, my Commisions are being approved. There must be an Elder still connected to me!] Mayor: How exciting! You'll bring in healthy competition for the other Guilds! MC: Yes, I'd love to meet them... [And find out what in Heaven's name is going on...] Paole: I suggest we get ourselves acquainted with the lay of this land, Young Master. Meeting your... collegues will come in due time. MC: Yes, I- Girl's voice: Hello? Uncle, are you here? Mayor: Enanna, come in! A young woman enters the Hall. She makes a curtsy to you and Paole, before turning to the Governor. As she speaks, her tone is soft. Yet urgency can be heard underneath. Enanna: Uncle, I bring urgent news. A Yonghéng woman, stripped of all clothes, has washed ashore. Furthermore, the fishermen report they cannot get into the deep waters. A giant sea monster appears to be dominating our shores! The Mayor's jolly expression vanishes. His body seems to have turned as rigid as a plank. All he manages to let out are a few squeaks, before he finds his voice again. All blood seems to have disappeared from his face, as he speaks. "We have upset Freana... The Goddess of the Oceans is surely punishing us for one thing or the other! By Thethme's Staff... What are we to do now?" Regaining his composure somewhat, he wipes the transpiration from his now drenched forehead. The Governor forgets his handkerchief, using his sleeve instead. After a second, he seems to remember where he is, and with whom. "Forgive me, gentlemen. I have to leave. Tomorrow, I will send for you to have dinner in my abode. I hope to see you then. If you'll excuse me..." With big strides, the Governor leaves. The girl locks eyes with you for an instant and smiles, before she bows and follows her uncle. Paole sighs. "It seems our arrival brings bad tidings, Young Master. It seems as if the Universe is trying to tell us something... How much easier would it be if we simple mortals could just surrender ourselves to the will of the Gods?" <br> After pondering for a few moments, Paole looks at you, and smiles, "Let's set up the Guild as good as we can. We shouldn't forget the reason we're here!" [From here on, the game opens up. The player is free to talk to Paole about their mission. After one day, the Governor will send an invitation for the player to come over, which will trigger the next part of the story when the player decides to go visit.] f7899d245d67dfc651c6ddcb6f8a8fe9f78fe046 208 207 2023-09-29T09:09:37Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sabor Lepo, Governor of King's Return]] '''[LEVEL UP TUTORIAL]''' The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the vestments of the Royal Counsillor. She immediately sends for the Governor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Prelate, and appears to be slightly out of breath. His smile, however, is genuine. <br> He addresses Paole after bowing to him, as he begins to speak with a warm voice. His eyes, however, betray a flicker of fear. "Welcome to Frontier Island! I am Sebor Lepo, governor of this humble outpost. To what do I owe this honor, Master Counsillor?" Paole can't help but to show a hint of a smirk, then nods to you. "My name is Paole Aolicce, and this is Young Master [...]I serve as his adviser." Sebor sighs of relief. "Ah, an honor to meet you in the flesh, Master Aolicce. I loved your work on the illuminations of Tetzel's prophecies." He then bows to you. "Your personal Counsillor, eh? You must be quite the Aennea, then!" "Paole is indispensable to me, your Honor. His advice is invaluable." Sabor laughs, "Please! Call me Sabor!" Paole bows. Paole: It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. Our youngest offspring is about the age of our new Guildmaster here! We desperately need more blessings of fertility, or we're done for! Paole: The Empress would be moved by your dedication. Governor: Hm, yes. Truth is, when man is long removed from the hustle and bustle of civilization, one tends to reconnect to the divine. Anyway, enough rumination! Let's show you around! Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! [The Governor walks ahead, Paole and MC linger for a moment.] Paole: Young Master, I propose we hold off with sharing our experience at sea for now. Disturbing the peace may prove to be... unwise. MC: I see... Let's hear what the Governor has to tell us about King's Return. '''[The Governor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Sabor, MC and Paole enter the empty Guild Hall]''' Mayor: And this *the Mayor gestures grandly around* is your own Guild Hall! The Empress had it commissioned years ago. I suppose you were still in training by that time, judging by your years. MC: That's right. ...[Years ago?] Paole: It's not very... spacious, is it? Mayor: All according to Imperial standard, dear Counsellor. The eventual size depends on our dear Guild Master, here. There's plenty of space for expansion. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work! '''[Tutorial on commissioning quests, in the style of the Mayor saying: "Oh! And what do you do now?" Where Paole responds: "The Young Master has to send a party on a ''reconnaissance'' mission to scout out the lands. This will allow him to send larger parties into this area, prepared for more dangerous groups of enemies.]''' Paole: Another quest brought to a satisfying end. Congratulations, Young Master. MC: Thanks, Paole... [Strange. Even though I cannot connect to the Field, my Commisions are being approved. There must be an Elder still connected to me!] Mayor: How exciting! You'll bring in healthy competition for the other Guilds! MC: Yes, I'd love to meet them... [And find out what in Heaven's name is going on...] Paole: I suggest we get ourselves acquainted with the lay of this land, Young Master. Meeting your... collegues will come in due time. MC: Yes, I- Girl's voice: Hello? Uncle, are you here? Mayor: Enanna, come in! A young woman enters the Hall. She makes a curtsy to you and Paole, before turning to the Governor. As she speaks, her tone is soft. Yet urgency can be heard underneath. Enanna: Uncle, I bring urgent news. A Yonghéng woman, stripped of all clothes, has washed ashore. Furthermore, the fishermen report they cannot get into the deep waters. A giant sea monster appears to be dominating our shores! The Mayor's jolly expression vanishes. His body seems to have turned as rigid as a plank. All he manages to let out are a few squeaks, before he finds his voice again. All blood seems to have disappeared from his face, as he speaks. "We have upset Freana... The Goddess of the Oceans is surely punishing us for one thing or the other! By Thethme's Staff... What are we to do now?" Regaining his composure somewhat, he wipes the transpiration from his now drenched forehead. The Governor forgets his handkerchief, using his sleeve instead. After a second, he seems to remember where he is, and with whom. "Forgive me, gentlemen. I have to leave. Tomorrow, I will send for you to have dinner in my abode. I hope to see you then. If you'll excuse me..." With big strides, the Governor leaves. The girl locks eyes with you for an instant and smiles, before she bows and follows her uncle. Paole sits down after the door closes behind Enanna. "It seems our arrival brings bad tidings, Young Master. Our bad luck follows us everywhere. It seems as if the Universe is trying to tell us something..." The man lets out a sigh as he turns his face toward the ceiling, "How much easier would it be if we mortals could just surrender ourselves to the will of the Gods?" <br> After pondering for a few moments, Paole looks at you, and smiles, "Let's set up the Guild as good as we can. We shouldn't forget the reason we're here!" [From here on, the game opens up. The player is free to talk to Paole about their mission. After one day, the Governor will send an invitation for the player to come over, which will trigger the next part of the story when the player decides to go visit.] 1bf1ad1984ba1213796b8369b118284bf8b9d1e7 209 208 2023-09-29T09:10:52Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sabor Lepo, Governor of King's Return]] '''[LEVEL UP TUTORIAL]''' The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the vestments of the Royal Counsillor. She immediately sends for the Governor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Prelate, and appears to be slightly out of breath. His smile, however, is genuine. <br> He addresses Paole after bowing to him, as he begins to speak with a warm voice. His eyes, however, betray a flicker of fear. "Welcome to Frontier Island! I am Sebor Lepo, governor of this humble outpost. To what do I owe this honor, Master Counsillor?" Paole can't help but to show a hint of a smirk, then nods to you. "My name is Paole Aolicce, and this is Young Master [...]I serve as his adviser." Sebor sighs of relief. "Ah, an honor to meet you in the flesh, Master Aolicce. I loved your work on the illuminations of Tetzel's prophecies." He then bows to you. "Your personal Counsillor, eh? You must be quite the Aennea, then!" "Paole is indispensable to me, your Honor. His advice is invaluable." Sabor laughs, "Please! Call me Sabor!" Paole bows. Paole: It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. Our youngest offspring is about the age of our new Guildmaster here! We desperately need more blessings of fertility, or we're done for! Paole: The Empress would be moved by your dedication. Governor: Hm, yes. Truth is, when man is long removed from the hustle and bustle of civilization, one tends to reconnect to the divine. Anyway, enough rumination! Let's show you around! Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! [The Governor walks ahead, Paole and MC linger for a moment.] Paole: Young Master, I propose we hold off with sharing our experience at sea for now. Disturbing the peace may prove to be... unwise. MC: I see... Let's hear what the Governor has to tell us about King's Return. '''[The Governor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Sabor, MC and Paole enter the empty Guild Hall]''' Mayor: And this *the Mayor gestures grandly around* is your own Guild Hall! The Empress had it commissioned years ago. I suppose you were still in training by that time, judging by your years. MC: That's right. ...[Years ago?] Paole: It's not very... spacious, is it? Mayor: All according to Imperial standard, dear Counsellor. The eventual size depends on our dear Guild Master, here. There's plenty of space for expansion. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work! '''[Tutorial on commissioning quests, in the style of the Mayor saying: "Oh! And what do you do now?" Where Paole responds: "The Young Master has to send a party on a ''reconnaissance'' mission to scout out the lands. This will allow him to send larger parties into this area, prepared for more dangerous groups of enemies.]''' Paole: Another quest brought to a satisfying end. Congratulations, Young Master. MC: Thanks, Paole... [Strange. Even though I cannot connect to the Field, my Commisions are being approved. There must be an Elder still connected to me!] Mayor: How exciting! You'll bring in healthy competition for the other Guilds! MC: Yes, I'd love to meet them... [And find out what in Heaven's name is going on...] Paole: I suggest we get ourselves acquainted with the lay of this land, Young Master. Meeting your... collegues will come in due time. MC: Yes, I- Girl's voice: Hello? Uncle, are you here? Mayor: Enanna, come in! A young woman enters the Hall. She makes a curtsy to you and Paole, before turning to the Governor. As she speaks, her tone is soft. Yet urgency can be heard underneath. Enanna: Uncle, I bring urgent news. A Yonghéng woman, stripped of all clothes, has washed ashore. Furthermore, the fishermen report they cannot get into the deep waters. A giant sea monster appears to be dominating our shores! The Mayor's jolly expression vanishes. His body seems to have turned as rigid as a plank. All he manages to let out are a few squeaks, before he finds his voice again. All blood seems to have disappeared from his face, as he speaks. "We have upset Freana... The Goddess of the Oceans is surely punishing us for one thing or the other! By Thethme's Staff... What are we to do now?" Regaining his composure somewhat, he wipes the transpiration from his now drenched forehead. The Governor forgets his handkerchief, using his sleeve instead. After a second, he seems to remember where he is, and with whom. "Forgive me, gentlemen. I have to leave. Tomorrow, I will send for you to have dinner in my abode. I hope to see you then. If you'll excuse me..." With big strides, the Governor leaves. The girl locks eyes with you for an instant and smiles, before she bows and follows her uncle. Paole sits down after the door closes behind Enanna. "Our arrival brings bad tidings, Young Master. That's never a good thing. Our bad luck follows us everywhere. It seems as if the Universe is trying to tell us something..." The man lets out a sigh as he turns his face toward the ceiling, "How much easier would it be if we mortals could just surrender ourselves to the will of the Gods?" <br> After pondering for a few moments, Paole looks at you, and smiles, "Let's set up the Guild as good as we can. We shouldn't forget the reason we're here!" [From here on, the game opens up. The player is free to talk to Paole about their mission. After one day, the Governor will send an invitation for the player to come over, which will trigger the next part of the story when the player decides to go visit.] 433257460ef9bc4f2ea401e1b706c794b511b8d4 227 209 2023-10-04T10:00:17Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sabor Lepo, Governor of King's Return]] '''[LEVEL UP TUTORIAL]''' The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the vestments of the Royal Counsillor. She immediately sends for the Governor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Prelate, and appears to be slightly out of breath. His smile, however, is genuine. <br> He addresses Paole after bowing to him, as he begins to speak with a warm voice. His eyes, however, betray a flicker of fear. "Welcome to Frontier Island! I am Sebor Lepo, governor of this humble outpost. To what do I owe this honor, Master Counsillor?" Paole can't help but to show a hint of a smirk, then nods to you. "My name is Paole Aolicce, and this is Young Master [...]I serve as his adviser." Sebor sighs of relief. "Ah, an honor to meet you in the flesh, Master Aolicce. I loved your work on the illuminations of Tetzel's prophecies." He then bows to you. "Your personal Counsillor, eh? You must be quite the Aennea, then!" "Paole is indispensable to me, your Honor. His advice is invaluable." Sabor laughs, "Please! Call me Sabor!" Paole bows. Paole: It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. Our youngest offspring is about the age of our new Guildmaster here! We desperately need more blessings of fertility, or we're done for! Paole: The Empress would be moved by your dedication. Governor: Hm, yes. Truth is, when man is long removed from the hustle and bustle of civilization, one tends to reconnect to the divine. Anyway, enough rumination! Let's show you around! Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! [The Governor walks ahead, Paole and MC linger for a moment.] Paole: Young Master, I propose we hold off with sharing our experience at sea for now. Disturbing the peace may prove to be... unwise. MC: I see... Let's hear what the Governor has to tell us about King's Return. '''[The Governor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Sabor, MC and Paole enter the empty Guild Hall]''' The Governor removes the sweat from his brow with a handkerchief, and says: "And this is your own Guild Hall!" He gestures broadly around. "The Empress had it commissioned years ago. I suppose you were still in training by that time, judging by your years." MC: That's right. ...[Years ago?] Paole: It's not very... spacious, is it? Mayor: All according to Imperial standard, dear Counsellor. The eventual size depends on our dear Guild Master, here. There's plenty of space for expansion. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work! '''[Tutorial on commissioning quests, in the style of the Mayor saying: "Oh! And what do you do now?" Where Paole responds: "The Young Master has to send a party on a ''reconnaissance'' mission to scout out the lands. This will allow him to send larger parties into this area, prepared for more dangerous groups of enemies.]''' Paole: Another quest brought to a satisfying end. Congratulations, Young Master. MC: Thanks, Paole... [Strange. Even though I cannot connect to the Field, my Commisions are being approved. There must be an Elder still connected to me!] Mayor: How exciting! You'll bring in healthy competition for the other Guilds! MC: Yes, I'd love to meet them... [And find out what in Heaven's name is going on...] Paole: I suggest we get ourselves acquainted with the lay of this land, Young Master. Meeting your... collegues will come in due time. MC: Yes, I- Girl's voice: Hello? Uncle, are you here? Mayor: Enanna, come in! A young woman enters the Hall. She makes a curtsy to you and Paole, before turning to the Governor. As she speaks, her tone is soft. Yet urgency can be heard underneath. Enanna: Uncle, I bring urgent news. The fishermen report they cannot get into the deep waters. A giant sea monster appears to be dominating our shores! The Mayor's jolly expression vanishes. His body seems to have turned as rigid as a plank. All he manages to let out are a few squeaks, before he finds his voice again. All blood seems to have disappeared from his face, as he speaks. "We must have upset Freana... The Goddess of the Oceans is surely punishing us for one thing or the other! By Thethme's Staff... What are we to do now?" Regaining his composure somewhat, he wipes the transpiration from his now drenched forehead. The Governor forgets his handkerchief, using his sleeve instead. After a second, he seems to remember where he is, and with whom. "Forgive me, gentlemen. I have to leave. Tomorrow, I will send for you to have dinner in my abode. I hope to see you then. If you'll excuse me..." With big strides, the Governor leaves. The girl locks eyes with you for an instant and smiles, before she bows and follows her uncle. Paole sits down after the door closes behind Enanna. "Our arrival brings bad tidings, Young Master. That's never a good thing. Our bad luck follows us everywhere. It seems as if the Universe is trying to tell us something..." The man lets out a sigh as he turns his face toward the ceiling, "How much easier would it be if we mortals could just surrender ourselves to the will of the Gods?" <br> After pondering for a few moments, Paole looks at you, and smiles, "Let's set up the Guild as good as we can. We shouldn't forget the reason we're here!" [From here on, the game opens up. The player is free to talk to Paole about their mission. After one day, the Governor will send an invitation for the player to come over, which will trigger the next part of the story when the player decides to go visit.] b5b74274528ae8a692101cd61e722fabae64dbc3 249 227 2023-10-11T06:29:35Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sabor Lepo, Governor of King's Return]] '''[LEVEL UP TUTORIAL]''' The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the vestments of the Royal Counsillor. She immediately sends for the Governor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Prelate, and appears to be slightly out of breath. His smile, however, is genuine. <br> He addresses Paole after bowing to him, as he begins to speak with a warm voice. His eyes, however, betray a flicker of fear. "Welcome to Frontier Island! I am Sebor Lepo, governor of this humble outpost. To what do I owe this honor, Master Counsillor?" Paole can't help but to show a hint of a smirk, then nods to you. "My name is Paole Aolicce, and this is Young Master [...]. I serve as his adviser." Sebor sighs of relief. "Ah, an honor to meet you in the flesh, Master Aolicce. I loved your work on the illuminations of Tetzel's prophecies." He then bows to you. "Your personal Counsillor, eh? You must be quite the Aennea, then!" "Paole is indispensable, your Honor. His advice is of great value to-" Sabor laughs, "Please! Call me Sabor!" Paole bows. Paole: It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. We barely have any children running around anymore! Paole: The Empress would be moved by your dedication. Governor: Hm, yes. Truth is, when man is long removed from the hustle and bustle of civilization, one tends to reconnect to the divine. Anyway, enough ruminating! Let's show you around. Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! [The Governor walks ahead, Paole and MC linger for a moment.] Paole: Young Master, I propose we hold off with sharing our experience at sea for now. Disturbing the peace may prove to be... unwise. MC: I see... Let's hear what the Governor has to tell us about King's Return. '''[The Governor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Sabor, MC and Paole enter the empty Guild Hall]''' The Governor removes the sweat from his brow with a handkerchief, and says: "And this is your own Guild Hall!" He gestures broadly around. "The Empress had it commissioned years ago. I suppose you were still in training by that time, judging by your years." MC: That's right. ...[Years ago?] Paole: It's not very... spacious, is it? Mayor: All according to Imperial standard, dear Counsellor. The eventual size depends on our dear Guild Master, here. There's plenty of space for expansion. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work! '''[Tutorial on commissioning quests, in the style of the Mayor saying: "Oh! And what do you do now?" Where Paole responds: "The Young Master has to send a party on a ''reconnaissance'' mission to scout out the lands. This will allow him to send larger parties into this area, prepared for more dangerous groups of enemies.]''' Paole: Another quest brought to a satisfying end. Congratulations, Young Master. MC: Thanks, Paole... [Strange. Even though I cannot connect to the Field, my Commissions are still being approved. There must be an Elder watching over me, somehow!] Mayor: How exciting! You'll bring in healthy competition for the other Guilds! MC: Yes, I'd love to meet them... [And find out what in Heaven's name is going on...] Paole: I suggest we get ourselves acquainted with the lay of this land, Young Master. Meeting your... collegues will come in due time. MC: Yes, I- Girl's voice: Hello? Uncle, are you here? Mayor: Enanna, come in! A young woman enters the Hall. She makes a curtsy to you and Paole, before turning to the Governor. As she speaks, her tone is soft. Yet the urgency in her voice is unmistakable. Enanna: Uncle, the fishermen report they cannot get into the deep waters. A giant sea monster appears to be dominating our shores. The Mayor's jolly expression vanishes. His body seems to have turned as rigid as a plank. All he manages to let out are a few squeaks, before he finds his voice again. All blood seems to have disappeared from his face, as he speaks. "We must have upset Freana... The Goddess of the Oceans is surely punishing us for one thing or the other! By Thethme's Staff... What are we to do now?" Regaining his composure somewhat, he wipes the transpiration from his now drenched forehead. The Governor forgets his handkerchief, using his sleeve instead. After a second, he seems to remember where he is. "Forgive me, gentlemen. I have to leave. Soon, I will send for you to have dinner in my abode. I hope to see you then. If you'll excuse me..." With big strides, the Governor leaves. The girl locks eyes with you for an instant, before she bows and follows her uncle. Paole sits down after the door closes behind Enanna. "Our arrival brings bad tidings, Young Master. That's never a good thing. Our bad luck follows us everywhere. It seems as if the Universe is trying to tell us something..." The man lets out a sigh as he turns his face toward the ceiling, "How much easier would it be if we mortals could just surrender ourselves to the will of the Gods?" <br> After pondering for a few moments, Paole looks at you, and smiles, "Let's set up the Guild as good as we can. We shouldn't forget the reason we're here!" [From here on, the game opens up. The player is free to talk to Paole about their mission. After one day, the Governor will send an invitation for the player to come over, which will trigger the next part of the story when the player decides to go visit.] 39a2a8bfb5df0b7f4f68e047ea2ca36cc2f032df 250 249 2023-10-11T07:16:44Z Who's Jellies? 2 wikitext text/x-wiki [[File:Sebor Lepo.jpg|thumb|right|Sabor Lepo, Governor of King's Return]] == Draft 2 == '''[LEVEL UP TUTORIAL]''' The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the vestments of the Royal Counsellor. She immediately sends for the Governor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Prelate, and appears to be slightly out of breath. His smile, however, is genuine. <br> He addresses Paole after bowing to him, as he begins to speak with a warm voice. His eyes, however, betray a flicker of fear. "Welcome to Frontier Island! I am Sebor Lepo, governor of this humble outpost. To what do I owe this honor, Master Counsillor?" Paole can't help but to show a hint of a smirk, then nods to you. "My name is Paole Aolicce, and this is Young Master [...]. I serve as his advisor." Sebor sighs of relief. "Ah, an honor to meet you in the flesh, Master Aolicce. I loved your work on the illuminations of Tetzel's prophecies." He then bows to you. "Your personal Counsillor, eh? You must be quite the Aennea, then!" "Paole is indispensable, your Honor. His advice is of great value to-" Sabor laughs, "Please! Call me Sabor!" Paole bows. Paole: It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. We barely have any children running around anymore! Paole: The Empress would be moved by your dedication. Governor: Hm, yes. Truth is, when man is long removed from the hustle and bustle of civilization, one tends to reconnect to the divine. Anyway, enough ruminating! Let's show you around. Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! [The Governor walks ahead, Paole and MC linger for a moment.] Paole: Young Master, I propose we hold off with sharing our experience at sea for now. Disturbing the peace may prove to be... unwise. MC: I see... Let's hear what the Governor has to tell us about King's Return. '''[The Governor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Sabor, MC and Paole enter the empty Guild Hall]''' The Governor removes the sweat from his brow with a handkerchief, and says: "And this is your own Guild Hall!" He gestures broadly around. "The Empress had it commissioned for you years ago." MC: ...[Years ago?] Paole glances at you, before quickly saying: "It's not very spacious, is it?" The Governor laughs, and smacks you on the shoulder. "All according to Imperial standard, dear Counsellor. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work!" '''[Tutorial on commissioning quests, in the style of the Mayor saying: "Oh! And what do you do now?" Where Paole responds: "The Young Master has to send a party on a ''reconnaissance'' mission to scout out the lands. This will allow him to send larger parties into this area, prepared for more dangerous groups of enemies.]''' Paole: Another quest brought to a satisfying end. Congratulations, Young Master. MC: Thanks, Paole... [Strange. Even though I cannot connect to the Field, my Commissions are still being approved. There must be an Elder watching over me, somehow!] Mayor: How exciting! You'll bring in healthy competition for the other Guilds! MC: Yes, I'd love to meet them... [And find out what in Heaven's name is going on...] Paole: I suggest we get ourselves acquainted with the lay of this land, Young Master. Meeting your... colleagues will come in due time. MC: Yes, I- Girl's voice: Hello? Uncle, are you here? Mayor: Enanna, come in! A young woman enters the Hall. She makes a curtsy to you and Paole. As she addresses the Governor, her tone is soft. The urgency in her voice, however, is unmistakable. "Uncle, the fishermen report they cannot get into the deep waters. A giant sea monster appears to be dominating our shores." The Governor's jolly expression vanishes. All he manages to let out are a few squeaks, before he finds his voice again. All blood seems to have disappeared from his face, as he speaks, apparently to himself. "The Goddess of the Oceans is surely punishing us for one thing or the other! By Thethme's Staff... What are we to do now?" Regaining his composure somewhat, he wipes the transpiration from his forehead. The Governor forgets his handkerchief, using his sleeve instead. After a second, he seems to remember your presence. "Forgive me, gentlemen. I have to leave. Soon, I will send for you to have dinner in my abode. I hope to see you then. If you'll excuse me..." With big strides, the Governor leaves. The girl locks eyes with you for an instant, before she bows and follows her uncle. Paole sits down after the door closes behind Enanna. "Our arrival brings bad tidings, Young Master..." The man lets out a sigh as he turns his face toward the ceiling. <br> After pondering for a few moments, Paole looks at you, and smiles, "Let's set up the Guild as good as we can. We shouldn't forget the reason we're here!" [From here on, the game opens up. The player is free to talk to Paole about their mission. After one day, the Governor will send an invitation for the player to come over, which will trigger the next part of the story when the player decides to go visit.] == Draft 1 == '''[LEVEL UP TUTORIAL]''' The Dockmaster approaches you. Her eyes open wide when appraising Paole, evidently recognizing the vestments of the Royal Counsillor. She immediately sends for the Governor. Some minutes later, a big man approaches your party. He is dressed in the style of an Imperial Prelate, and appears to be slightly out of breath. His smile, however, is genuine. <br> He addresses Paole after bowing to him, as he begins to speak with a warm voice. His eyes, however, betray a flicker of fear. "Welcome to Frontier Island! I am Sebor Lepo, governor of this humble outpost. To what do I owe this honor, Master Counsillor?" Paole can't help but to show a hint of a smirk, then nods to you. "My name is Paole Aolicce, and this is Young Master [...]. I serve as his adviser." Sebor sighs of relief. "Ah, an honor to meet you in the flesh, Master Aolicce. I loved your work on the illuminations of Tetzel's prophecies." He then bows to you. "Your personal Counsillor, eh? You must be quite the Aennea, then!" "Paole is indispensable, your Honor. His advice is of great value to-" Sabor laughs, "Please! Call me Sabor!" Paole bows. Paole: It is an honor to be received so wonderfully in... Mayor: King's Return! We have named our settlement King's Return. MC: King's Return? Mayor: To entice Nosirus into reclaiming his place as King of Gods. By the Voice of the Oracles, this insanity has lasted long enough. We barely have any children running around anymore! Paole: The Empress would be moved by your dedication. Governor: Hm, yes. Truth is, when man is long removed from the hustle and bustle of civilization, one tends to reconnect to the divine. Anyway, enough ruminating! Let's show you around. Your men will find a welcome meal waiting for them at the Wriggling Squid, our tavern. I hope they like fish, else this island will prove to be inhospitable to say the least, HA! [The Governor walks ahead, Paole and MC linger for a moment.] Paole: Young Master, I propose we hold off with sharing our experience at sea for now. Disturbing the peace may prove to be... unwise. MC: I see... Let's hear what the Governor has to tell us about King's Return. '''[The Governor shows the MC and Paole around town. The extent of this depends on how much the settlement is incorporated in the game]''' '''[Finally, Sabor, MC and Paole enter the empty Guild Hall]''' The Governor removes the sweat from his brow with a handkerchief, and says: "And this is your own Guild Hall!" He gestures broadly around. "The Empress had it commissioned years ago. I suppose you were still in training by that time, judging by your years." MC: That's right. ...[Years ago?] Paole: It's not very... spacious, is it? Mayor: All according to Imperial standard, dear Counsellor. The eventual size depends on our dear Guild Master, here. There's plenty of space for expansion. Anyway, this is the Commission Board. You brought some adventurers of your own, didn't you? Why don't you give her a try? I'd be honored to see you work! '''[Tutorial on commissioning quests, in the style of the Mayor saying: "Oh! And what do you do now?" Where Paole responds: "The Young Master has to send a party on a ''reconnaissance'' mission to scout out the lands. This will allow him to send larger parties into this area, prepared for more dangerous groups of enemies.]''' Paole: Another quest brought to a satisfying end. Congratulations, Young Master. MC: Thanks, Paole... [Strange. Even though I cannot connect to the Field, my Commissions are still being approved. There must be an Elder watching over me, somehow!] Mayor: How exciting! You'll bring in healthy competition for the other Guilds! MC: Yes, I'd love to meet them... [And find out what in Heaven's name is going on...] Paole: I suggest we get ourselves acquainted with the lay of this land, Young Master. Meeting your... collegues will come in due time. MC: Yes, I- Girl's voice: Hello? Uncle, are you here? Mayor: Enanna, come in! A young woman enters the Hall. She makes a curtsy to you and Paole, before turning to the Governor. As she speaks, her tone is soft. Yet the urgency in her voice is unmistakable. Enanna: Uncle, the fishermen report they cannot get into the deep waters. A giant sea monster appears to be dominating our shores. The Mayor's jolly expression vanishes. His body seems to have turned as rigid as a plank. All he manages to let out are a few squeaks, before he finds his voice again. All blood seems to have disappeared from his face, as he speaks. "We must have upset Freana... The Goddess of the Oceans is surely punishing us for one thing or the other! By Thethme's Staff... What are we to do now?" Regaining his composure somewhat, he wipes the transpiration from his now drenched forehead. The Governor forgets his handkerchief, using his sleeve instead. After a second, he seems to remember where he is. "Forgive me, gentlemen. I have to leave. Soon, I will send for you to have dinner in my abode. I hope to see you then. If you'll excuse me..." With big strides, the Governor leaves. The girl locks eyes with you for an instant, before she bows and follows her uncle. Paole sits down after the door closes behind Enanna. "Our arrival brings bad tidings, Young Master. That's never a good thing. Our bad luck follows us everywhere. It seems as if the Universe is trying to tell us something..." The man lets out a sigh as he turns his face toward the ceiling, "How much easier would it be if we mortals could just surrender ourselves to the will of the Gods?" <br> After pondering for a few moments, Paole looks at you, and smiles, "Let's set up the Guild as good as we can. We shouldn't forget the reason we're here!" [From here on, the game opens up. The player is free to talk to Paole about their mission. After one day, the Governor will send an invitation for the player to come over, which will trigger the next part of the story when the player decides to go visit.] 442ca8c2c2abbb1b930a9fbe1199991676c9e5b8 Guild Legends 0 35 226 196 2023-10-03T16:48:32Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] = [[Introduction to the Story]] = = Cutscenes = [[Cutscene 1: Rush to Frontier Island]] (Prologue) [[Cutscene: Chapter I: Welcome to Frontier Island]] [[Cutscene: Chapter II: Finding our Way]] [[Cutscene: Chapter II 2: The Yonghéng Woman]] [[Cutscene: Chapter III: Dinner with the Governor]] == Comedy draft: Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) holds a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. a71ef0a87ced5a56c8a8f3bf03a3fe65063c246c Cutscene: Chapter II 2: The Yonghéng Woman 0 61 228 2023-10-04T10:09:09Z Who's Jellies? 2 Created page with "[When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down, conveys a sense that the writer was in great haste. ''== URGENT ==''" wikitext text/x-wiki [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down, conveys a sense that the writer was in great haste. ''== URGENT =='' 51a4769c0e2e724bcc167835c4890da8b7f24ba7 229 228 2023-10-04T10:09:32Z Who's Jellies? 2 wikitext text/x-wiki [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down, conveys a sense that the writer was in great haste. '' URGENT '' f38ce1d997af4d505938a8e435f7d8afb39b93e1 230 229 2023-10-04T10:25:15Z Who's Jellies? 2 wikitext text/x-wiki [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down, conveys a sense that the writer was in great haste. '' URGENT This morning on a secluded beach, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be infested with Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. It is located at the beach one mile west of the Harbor. '' acb7e56050fbbed9ee8e1d42c3d5584d86225d51 231 230 2023-10-04T10:25:38Z Who's Jellies? 2 wikitext text/x-wiki [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down, conveys a sense that the writer was in great haste. '' URGENT '' ''This morning on a secluded beach, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be infested with Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. It is located at the beach one mile west of the Harbor.'' 095642cd3720dcbc6e90547d9b732263d2264b54 232 231 2023-10-04T10:26:36Z Who's Jellies? 2 wikitext text/x-wiki [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down, conveys a sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. It is located at the beach one mile west of the Harbor.'' 96ecda319dff361a5d1435d7dc8b66f070f92008 233 232 2023-10-04T11:17:48Z Who's Jellies? 2 wikitext text/x-wiki [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." says Paole with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people erupt in cheers. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. Despite their fierce looking uniforms and halberts, they look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way to the beach. "What took you so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They know not what they are doing." he says softly, with his eyes locked on the cliff ahead of you. The cave entrance should be there. [Player Choice] f064902a16c20dccbc26320117f1bbef8e5f8cf1 234 233 2023-10-04T11:23:39Z Who's Jellies? 2 wikitext text/x-wiki [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." says Paole with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people erupt in cheers. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. Despite their fierce looking uniforms and halberts, they look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way to the beach. "What took you so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They know not what they are doing." he says softly, with his eyes locked on the cliff ahead of you. The cave entrance should be there. [Player Choice] 0f14f1ad2a1bff69e6024e54f61b77d35ed69a80 235 234 2023-10-04T15:13:01Z Who's Jellies? 2 wikitext text/x-wiki [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) a661b660844923798011b13c929ff89ec5199979 236 235 2023-10-05T11:40:12Z Who's Jellies? 2 wikitext text/x-wiki == Draft 2 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Local authorities have already tried to traverse the only way to the inlet, a cave. What stopped them was a Sharkmen infestation, which has manifested in the meantime. A sigh startles you. Paole has been reading over your shoulder. "I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." he notes, smiling. [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "Compassion may be expressed in due time, Young Master." Paole says with his hands raised. "Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale pervades your dress. You haven't seen a single soul on the way. At the harbor, it becomes clear where all the locals have gone. Fishermen and other settlers bustle about. The atmosphere is grim. They try to get down to the beach, but are stopped by a few guards. "What's taking ye so long? A child is missing!" a woman screams as you make your way through the crowd. Jeers descend on you. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the waves. Their soothing sounds mix with angry shouts. The gulls screech along. You pass the line of guards, while Paole maintains a dignified stride. "They are just scared, Young Master. They don't know what they're doing." he says to you, his voice barely audible above the wind. Your gaze remains fixed on the cliff ahead, searching for the cave entrance. Memories of your Master haunt your thoughts. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of people. Their shouting stops. When you come back up, you yell as loud as you can: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) After a while, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. == DRAFT 1 == [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) A young Imperial Official comes running towards you. 1f01b137c417cc928565d63795004811e5dce806 237 236 2023-10-05T11:57:23Z Who's Jellies? 2 wikitext text/x-wiki == Draft 2 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Local authorities have already tried to traverse the only way to the inlet, a cave. What stopped them was a Sharkmen infestation, which has manifested in the meantime. A sigh startles you. Paole has been reading over your shoulder. "I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." he notes, smiling. [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "Compassion may be expressed in due time, Young Master." Paole says with his hands raised. "Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale pervades your dress. You haven't seen a single soul on the way. At the harbor, it becomes clear where all the locals have gone. Fishermen and other settlers bustle about. The atmosphere is grim. They try to get down to the beach, but are stopped by a few guards. "What's taking ye so long? A child is missing!" a woman screams as you make your way through the crowd. Jeers descend on you. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the waves. Their soothing sounds mix with angry shouts. The gulls screech along. You pass the line of guards, while Paole maintains a dignified stride. "They are just scared, Young Master. They don't know what they're doing." he says to you, his voice barely audible above the wind. Your gaze remains fixed on the cliff ahead, searching for the cave entrance. Memories of your Master haunt your thoughts. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of people. Their shouting stops. When you come back up, you yell as loud as you can: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) After a while, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons aimed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" Paole yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace yourselves, you allow the confines of your body to dissipate. Nobody watches you, while you feel your mind expanding. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax, and become more responsive. Their senses are keen, and their minds are calm. Sharkmen start to pour out of the cave. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel yourself smiling. PREPARE FOR BATTLE! == DRAFT 1 == [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) A young Imperial Official comes running towards you. 36e9cb86fbd873dd50b96cbea741c18746679e34 238 237 2023-10-05T20:02:43Z Who's Jellies? 2 /* Draft 2 */ wikitext text/x-wiki == Draft 2 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Local authorities have already tried to traverse the only way to the inlet, a cave. What stopped them was a Sharkmen infestation, which has manifested in the meantime. A sigh startles you. Paole has been reading over your shoulder. "I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." he notes, smiling. [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "Compassion may be expressed in due time, Young Master." Paole says with his hands raised. "Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale pervades your dress. You haven't seen a single soul on the way. At the harbor, it becomes clear where all the locals have gone. Fishermen and other settlers bustle about. The atmosphere is grim. They try to get down to the beach, but are stopped by a few guards. "What's taking ye so long? A child is missing!" a woman screams as you make your way through the crowd. Jeers descend on you. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the waves. Their soothing sounds mix with angry shouts. The gulls screech along. You pass the line of guards, while Paole maintains a dignified stride. "They are just scared, Young Master. They don't know what they're doing." he says to you, his voice barely audible above the wind. Your gaze remains fixed on the cliff ahead, searching for the cave entrance. Memories of your Master haunt your thoughts. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of people. Their shouting stops. When you come back up, you yell as loud as you can: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) After a while, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons aimed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" Paole yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. Nobody watches you, while you feel your mind expanding. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax, and become more responsive. Their senses are keen, and their minds are calm. Sharkmen start to pour out of the cave. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel yourself smiling. PREPARE FOR BATTLE! == DRAFT 1 == [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) A young Imperial Official comes running towards you. f631e51169145a8a1f72262cf6183208f78b4ee3 239 238 2023-10-05T20:04:01Z Who's Jellies? 2 /* Draft 2 */ wikitext text/x-wiki == Draft 2 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Local authorities have already tried to traverse the only way to the inlet, a cave. What stopped them was a Sharkmen infestation, which has manifested in the meantime. A sigh startles you. Paole has been reading over your shoulder. "I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." he notes, smiling. [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "Compassion may be expressed in due time, Young Master." Paole says with his hands raised. "Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale pervades your dress. You haven't seen a single soul on the way. At the harbor, it becomes clear where all the locals have gone. Fishermen and other settlers bustle about. The atmosphere is grim. They try to get down to the beach, but are stopped by a few guards. "What's taking ye so long? A child is missing!" a woman screams as you make your way through the crowd. Jeers descend on you. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the waves. Their soothing sounds mix with angry shouts. The gulls screech along. You pass the line of guards, while Paole maintains a dignified stride. "They are just scared, Young Master. They don't know what they're doing." he says to you, his voice barely audible above the wind. Your gaze remains fixed on the cliff ahead, searching for the cave entrance. Memories of your Master haunt your thoughts. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of people. Their shouting stops. When you come back up, you yell as loud as you can: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) After a while, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons aimed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" Paole yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your mind expanding. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax, and become more responsive. Their senses are keen, their minds calm. Sharkmen start to pour out of the cave. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! == DRAFT 1 == [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) A young Imperial Official comes running towards you. 4fcb40e38ce74e8730c5e53f6e843f65d780c29f 240 239 2023-10-09T10:39:05Z Who's Jellies? 2 wikitext text/x-wiki == Draft 3 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Authorities have already tried to traverse the only way to the boy's location, a cave. What stopped them was a Sharkmen infestation, which was attracted to the site for an unknown reason. [Player selects two Adventurers] On Paole's insistance, you join the party to the beach. The weather is stormy. At the harbor, locals are in a frenzy because of the missing child. Tensions rise as you try to pass the line of guards, who hold the settlers back. For a moment, the threat of the mob releasing their fear and anger on you seems very real. Your gaze stays fixed on the cliff, haunted by memories of your Master. If only... Your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons fixed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" one of the Adventurers yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax. Their musles are ready to explode into action. Sharkmen start to pour out of the cave. Knowing they are outmatched, the Guards flee. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! Your party stands among the remains of the battle. During the skirmish, the wind has died down. All you hear now is the rushing of the waves. The sand of the beach is mixed with blood. This will surely lure the gulls back that have fled for the moment. As you look about, you realise that the Guard, too, was happy to leave you in charge of the situation. You make yourself comfortable, as the Adventurers prepare for the next objective of their mission. What do you do? 1. Enter the cave [next dungeon prompt] 2. Study the remains of the Sharkmen [The Adventurers take a closer look at the Sharkmen. The bones of the creatures are visible under their tout skin. It appears they have run on hard times.] 3. Drink a potion of Health. [Your Adventurers down a vial of Health. The regenerative qualities of their bodies are accelerated for a brief moment. You sense the relief of pain as their gashes close by themselves. Your close proximity makes a potion of Inspiration unnecessary.] 4. Light a torch. (Reduces the chance of an ambush in the cave) [Eyeing the darkness that oozes out of the cave's mouth, your Adventurers light a torch.] 5. Leave [Leaving now would ruin my name as a Guild Master... I'd better press on!] The party enters the cave. The inside smells of stale seawater and Sharkmen. From the farther reaches of the cave, you hear faint growls of Sharkmen echoing towards you. It appears the foul creatures have left some of their belongings here. What do you do? 1. Go deeper into the Crypt. > 2. Look for rare ingredients (80% success rate, 50% chance of a combat encounter) 3. Extinguish torch 4. Drink a potion. 5. Leave As the Adventurers skim through the strange flora, they lose sight of their surroundings. The Spellslinger's eyes widen as he finds a rare specimen of plant. Triumphantly he calls his partner. He is taken aback, however, as the Warrior doesn't answer his joyous outcry with similar passion. Instead, the man's face appears to've been drained of all blood. The Spellslinger turns around in alarm, and he sees twitching mounds of flesh and fungus approaching rapidly. How could they have missed their groans, let alone the smell? Prepare for combat! [Combat with Fungi Zombi's ensues] The battle is over. Would you like your party to drink a Potion of Inspiration, or one of Health? > 1. Potion of Inspiration (replenishes Motivation) 2. Potion of Health (restores Health) 3. None. The Adventurers down their vials. Their spirits soar, and they feel their Guildmaster's comforting presence in the back of their minds. The horrors of the skirmish are easily forgotten. Only the glory and newly acquired riches remain. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Drink a potion. 4. Leave. Invigorated, the Adventurers continue their journey into the bowels of the Crypt. The light of the torch serves them well, as they easily pass the thorny tendrils that haphazardly grow along the walls and ceiling of the Crypt. The sweet stench is growing noticably stronger, and the wind keeps gently blowing the uncomfortably warm air into the party's faces. The walls are lined with niches, wherein wooden caskets have found their final resting place. Some caskets are intact, while others appear to have been broken open from the inside. All are covered with varying degrees of an unknown mycelium. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Inspect caskets. (50% ???, 50% chance of combat) 4. Drink potion. 5. Leave. The party decides the risk is probably not worth the reward this time. Although their fluttering hearts are grateful, they can't help but wonder what mysteries they have left in those caskets... However, time for reflection is short, as a great, open door is approached. The stench is almost unbearable now. "We must be nearing the source of that Gods-awful stench," one of the companions whispers. The Adventurers find themselves likening the Crypt to an enormous carcass, that they have descended into. The warm, humid wind creates the illusion of rotten breath, wafting over them. Their senses are dizzied by the many stimuli. The only consolation is their torch, who's light is like a friend, no, a mother to them. What would they be outside of its aura of safety? The growth has become thicker, the closer the party has come to the door. Without sunlight, the leaves are left a pale white. Their ghostly appendages have to be moved out of the way for the party to pass. Where the plants touch clothing or skin, a wetness is left that makes the Adventurers feel like the Crypt is releasing saliva. It prepares to devour those who have clambered down its maw voluntarily. The party is now standing at the door. Peering beyond, they can make out a giant shape. It pulses and throbs. A curiosity is awakened in the Adventurers. A curiosity not unlike that aroused by the mortally wounded or very sick. What do you do? 1. Enter the Chamber (Boss fight). 2. Extinguish torch. > 3. Drink potion. 4. Leave. What potion would you like to drink? 1. Potion of Health (restore health) > 2. Potion of Strength (increase Strength) 3. Potion of Potency (increase Magic Damage) 4. Go back. The party members down their vials. A new energy courses through their veins, making their muscles bulge in their clothes. What do you do? > 1. Enter the Chamber. 2. Extinguish torch. 3. Leave. Invigorated, the Party enters the great Chamber. The ceiling is too high to be seen. Overgrown pillars jut out of the stone floor. In the center of the room lies a... creature. It resembles a giant baby, lying on it's side. Plants and fungi seem to grow incessantly out of the foul thing. As the party gets close to it, its face contorts, as if in agony. The party holds, but too late. The creature opens its milky eyes, and fastens its gaze upon the Adventurers. It releases a deafening shriek, and rises up. From all corners, shuffling movement is detected. Prepare for combat! == Draft 2 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Local authorities have already tried to traverse the only way to the inlet, a cave. What stopped them was a Sharkmen infestation, which has manifested in the meantime. A sigh startles you. Paole has been reading over your shoulder. "I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." he notes, smiling. [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "Compassion may be expressed in due time, Young Master." Paole says with his hands raised. "Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale pervades your dress. You haven't seen a single soul on the way. At the harbor, it becomes clear where all the locals have gone. Fishermen and other settlers bustle about. The atmosphere is grim. They try to get down to the beach, but are stopped by a few guards. "What's taking ye so long? A child is missing!" a woman screams as you make your way through the crowd. Jeers descend on you. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the waves. Their soothing sounds mix with angry shouts. The gulls screech along. You pass the line of guards, while Paole maintains a dignified stride. "They are just scared, Young Master. They don't know what they're doing." he says to you, his voice barely audible above the wind. Your gaze remains fixed on the cliff ahead, searching for the cave entrance. Memories of your Master haunt your thoughts. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of people. Their shouting stops. When you come back up, you yell as loud as you can: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) After a while, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons aimed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" Paole yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your mind expanding. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax, and become more responsive. Their senses are keen, their minds calm. Sharkmen start to pour out of the cave. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! == DRAFT 1 == [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) A young Imperial Official comes running towards you. ce8dacdbaa044293389fa7a3b83f0a46cf579c13 241 240 2023-10-09T10:41:03Z Who's Jellies? 2 wikitext text/x-wiki == Draft 3 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Authorities have already tried to traverse the only way to the boy's location, a cave. What stopped them was a Sharkmen infestation, which was attracted to the site for an unknown reason. [Player selects two Adventurers] On Paole's insistance, you join the party to the beach. The weather is stormy. At the harbor, locals are in a frenzy because of the missing child. Tensions rise as you try to pass the line of guards, who hold the settlers back. For a moment, the threat of the mob releasing their fear and anger on you seems very real. Your gaze stays fixed on the cliff, haunted by memories of your Master. If only... Your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons fixed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" one of the Adventurers yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax. Their musles are ready to explode into action. Sharkmen start to pour out of the cave. Knowing they are outmatched, the Guards flee. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! Your party stands among the remains of the battle. During the skirmish, the wind has died down. All you hear now is the rushing of the waves. The sand of the beach is mixed with blood. This will surely lure the gulls back that have fled for the moment. As you look about, you realise that the Guard, too, was happy to leave you in charge of the situation. You make yourself comfortable, as the Adventurers prepare for the next objective of their mission. What do you do? 1. Enter the cave [next dungeon prompt] 2. Study the remains of the Sharkmen [The Adventurers take a closer look at the Sharkmen. Under their tout skin, the bones of the creatures are visible. It appears they have run on hard times.] 3. Drink a potion of Health. [Your Adventurers down a vial of Health. The regenerative qualities of their bodies are accelerated for a brief moment. You sense the relief of pain as their gashes close by themselves. Your close proximity makes a potion of Inspiration unnecessary.] 4. Light a torch. (Reduces the chance of an ambush in the cave) [Eyeing the darkness that oozes out of the cave's mouth, your Adventurers light a torch.] 5. Leave [Leaving now would ruin my name as a Guild Master... I'd better press on!] The party enters the cave. The inside smells of stale seawater and Sharkmen. From the farther reaches of the cave, you hear faint growls of Sharkmen echoing towards you. It appears the foul creatures have left some of their belongings here. What do you do? 1. Go deeper into the Crypt. > 2. Look for rare ingredients (80% success rate, 50% chance of a combat encounter) 3. Extinguish torch 4. Drink a potion. 5. Leave As the Adventurers skim through the strange flora, they lose sight of their surroundings. The Spellslinger's eyes widen as he finds a rare specimen of plant. Triumphantly he calls his partner. He is taken aback, however, as the Warrior doesn't answer his joyous outcry with similar passion. Instead, the man's face appears to've been drained of all blood. The Spellslinger turns around in alarm, and he sees twitching mounds of flesh and fungus approaching rapidly. How could they have missed their groans, let alone the smell? Prepare for combat! [Combat with Fungi Zombi's ensues] The battle is over. Would you like your party to drink a Potion of Inspiration, or one of Health? > 1. Potion of Inspiration (replenishes Motivation) 2. Potion of Health (restores Health) 3. None. The Adventurers down their vials. Their spirits soar, and they feel their Guildmaster's comforting presence in the back of their minds. The horrors of the skirmish are easily forgotten. Only the glory and newly acquired riches remain. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Drink a potion. 4. Leave. Invigorated, the Adventurers continue their journey into the bowels of the Crypt. The light of the torch serves them well, as they easily pass the thorny tendrils that haphazardly grow along the walls and ceiling of the Crypt. The sweet stench is growing noticably stronger, and the wind keeps gently blowing the uncomfortably warm air into the party's faces. The walls are lined with niches, wherein wooden caskets have found their final resting place. Some caskets are intact, while others appear to have been broken open from the inside. All are covered with varying degrees of an unknown mycelium. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Inspect caskets. (50% ???, 50% chance of combat) 4. Drink potion. 5. Leave. The party decides the risk is probably not worth the reward this time. Although their fluttering hearts are grateful, they can't help but wonder what mysteries they have left in those caskets... However, time for reflection is short, as a great, open door is approached. The stench is almost unbearable now. "We must be nearing the source of that Gods-awful stench," one of the companions whispers. The Adventurers find themselves likening the Crypt to an enormous carcass, that they have descended into. The warm, humid wind creates the illusion of rotten breath, wafting over them. Their senses are dizzied by the many stimuli. The only consolation is their torch, who's light is like a friend, no, a mother to them. What would they be outside of its aura of safety? The growth has become thicker, the closer the party has come to the door. Without sunlight, the leaves are left a pale white. Their ghostly appendages have to be moved out of the way for the party to pass. Where the plants touch clothing or skin, a wetness is left that makes the Adventurers feel like the Crypt is releasing saliva. It prepares to devour those who have clambered down its maw voluntarily. The party is now standing at the door. Peering beyond, they can make out a giant shape. It pulses and throbs. A curiosity is awakened in the Adventurers. A curiosity not unlike that aroused by the mortally wounded or very sick. What do you do? 1. Enter the Chamber (Boss fight). 2. Extinguish torch. > 3. Drink potion. 4. Leave. What potion would you like to drink? 1. Potion of Health (restore health) > 2. Potion of Strength (increase Strength) 3. Potion of Potency (increase Magic Damage) 4. Go back. The party members down their vials. A new energy courses through their veins, making their muscles bulge in their clothes. What do you do? > 1. Enter the Chamber. 2. Extinguish torch. 3. Leave. Invigorated, the Party enters the great Chamber. The ceiling is too high to be seen. Overgrown pillars jut out of the stone floor. In the center of the room lies a... creature. It resembles a giant baby, lying on it's side. Plants and fungi seem to grow incessantly out of the foul thing. As the party gets close to it, its face contorts, as if in agony. The party holds, but too late. The creature opens its milky eyes, and fastens its gaze upon the Adventurers. It releases a deafening shriek, and rises up. From all corners, shuffling movement is detected. Prepare for combat! == Draft 2 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Local authorities have already tried to traverse the only way to the inlet, a cave. What stopped them was a Sharkmen infestation, which has manifested in the meantime. A sigh startles you. Paole has been reading over your shoulder. "I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." he notes, smiling. [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "Compassion may be expressed in due time, Young Master." Paole says with his hands raised. "Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale pervades your dress. You haven't seen a single soul on the way. At the harbor, it becomes clear where all the locals have gone. Fishermen and other settlers bustle about. The atmosphere is grim. They try to get down to the beach, but are stopped by a few guards. "What's taking ye so long? A child is missing!" a woman screams as you make your way through the crowd. Jeers descend on you. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the waves. Their soothing sounds mix with angry shouts. The gulls screech along. You pass the line of guards, while Paole maintains a dignified stride. "They are just scared, Young Master. They don't know what they're doing." he says to you, his voice barely audible above the wind. Your gaze remains fixed on the cliff ahead, searching for the cave entrance. Memories of your Master haunt your thoughts. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of people. Their shouting stops. When you come back up, you yell as loud as you can: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) After a while, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons aimed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" Paole yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your mind expanding. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax, and become more responsive. Their senses are keen, their minds calm. Sharkmen start to pour out of the cave. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! == DRAFT 1 == [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) A young Imperial Official comes running towards you. 2148614afce0c02b970eaac196b365734e122030 242 241 2023-10-09T10:45:40Z Who's Jellies? 2 wikitext text/x-wiki == Draft 3 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Authorities have already tried to traverse the only way to the boy's location, a cave. What stopped them was a Sharkmen infestation, which was attracted to the site for an unknown reason. [Player selects two Adventurers] On Paole's insistance, you join the party to the beach. The weather is stormy. At the harbor, locals are in a frenzy because of the missing child. Tensions rise as you try to pass the line of guards, who hold the settlers back. For a moment, the threat of the mob releasing their fear and anger on you seems very real. Your gaze stays fixed on the cliff, haunted by memories of your Master. If only... Your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons fixed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" one of the Adventurers yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax. Their musles are ready to explode into action. Sharkmen start to pour out of the cave. Knowing they are outmatched, the Guards flee. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! Your party stands among the remains of the battle. During the skirmish, the wind has died down. All you hear now is the rushing of the waves. The sand of the beach is mixed with blood. This will surely lure the gulls back that have fled for the moment. As you look about, you realise that the Guard, too, was happy to leave you in charge of the situation. You make yourself comfortable, as the Adventurers prepare for the next objective of their mission. What do you do? 1. Enter the cave [next dungeon prompt] 2. Study the remains of the Sharkmen [The Adventurers take a closer look at the Sharkmen. Under their tout skin, the bones of the creatures are visible. It appears they have run on hard times.] 3. Drink a potion of Health. [Your Adventurers down a vial of Health. The regenerative qualities of their bodies are accelerated for a brief moment. You sense the relief of pain as their gashes close by themselves. Your close proximity makes a potion of Inspiration unnecessary.] 4. Light a torch. (Reduces the chance of an ambush in the cave) [Eyeing the darkness that oozes out of the cave's mouth, your Adventurers light a torch.] 5. Leave [Leaving now would ruin my name as a Guild Master... I'd better press on!] The party enters the grotto. The inside smells of stale seawater. From the farther reaches of the cave, the faint growls of Sharkmen echo toward you. It appears the foul creatures have left some of their belongings here. What do you do? 1. Go deeper into the cave 2. Search through the goods 3. Extinguish torch 4. Head back. As the Adventurers skim through the strange flora, they lose sight of their surroundings. The Spellslinger's eyes widen as he finds a rare specimen of plant. Triumphantly he calls his partner. He is taken aback, however, as the Warrior doesn't answer his joyous outcry with similar passion. Instead, the man's face appears to've been drained of all blood. The Spellslinger turns around in alarm, and he sees twitching mounds of flesh and fungus approaching rapidly. How could they have missed their groans, let alone the smell? Prepare for combat! [Combat with Fungi Zombi's ensues] The battle is over. Would you like your party to drink a Potion of Inspiration, or one of Health? > 1. Potion of Inspiration (replenishes Motivation) 2. Potion of Health (restores Health) 3. None. The Adventurers down their vials. Their spirits soar, and they feel their Guildmaster's comforting presence in the back of their minds. The horrors of the skirmish are easily forgotten. Only the glory and newly acquired riches remain. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Drink a potion. 4. Leave. Invigorated, the Adventurers continue their journey into the bowels of the Crypt. The light of the torch serves them well, as they easily pass the thorny tendrils that haphazardly grow along the walls and ceiling of the Crypt. The sweet stench is growing noticably stronger, and the wind keeps gently blowing the uncomfortably warm air into the party's faces. The walls are lined with niches, wherein wooden caskets have found their final resting place. Some caskets are intact, while others appear to have been broken open from the inside. All are covered with varying degrees of an unknown mycelium. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Inspect caskets. (50% ???, 50% chance of combat) 4. Drink potion. 5. Leave. The party decides the risk is probably not worth the reward this time. Although their fluttering hearts are grateful, they can't help but wonder what mysteries they have left in those caskets... However, time for reflection is short, as a great, open door is approached. The stench is almost unbearable now. "We must be nearing the source of that Gods-awful stench," one of the companions whispers. The Adventurers find themselves likening the Crypt to an enormous carcass, that they have descended into. The warm, humid wind creates the illusion of rotten breath, wafting over them. Their senses are dizzied by the many stimuli. The only consolation is their torch, who's light is like a friend, no, a mother to them. What would they be outside of its aura of safety? The growth has become thicker, the closer the party has come to the door. Without sunlight, the leaves are left a pale white. Their ghostly appendages have to be moved out of the way for the party to pass. Where the plants touch clothing or skin, a wetness is left that makes the Adventurers feel like the Crypt is releasing saliva. It prepares to devour those who have clambered down its maw voluntarily. The party is now standing at the door. Peering beyond, they can make out a giant shape. It pulses and throbs. A curiosity is awakened in the Adventurers. A curiosity not unlike that aroused by the mortally wounded or very sick. What do you do? 1. Enter the Chamber (Boss fight). 2. Extinguish torch. > 3. Drink potion. 4. Leave. What potion would you like to drink? 1. Potion of Health (restore health) > 2. Potion of Strength (increase Strength) 3. Potion of Potency (increase Magic Damage) 4. Go back. The party members down their vials. A new energy courses through their veins, making their muscles bulge in their clothes. What do you do? > 1. Enter the Chamber. 2. Extinguish torch. 3. Leave. Invigorated, the Party enters the great Chamber. The ceiling is too high to be seen. Overgrown pillars jut out of the stone floor. In the center of the room lies a... creature. It resembles a giant baby, lying on it's side. Plants and fungi seem to grow incessantly out of the foul thing. As the party gets close to it, its face contorts, as if in agony. The party holds, but too late. The creature opens its milky eyes, and fastens its gaze upon the Adventurers. It releases a deafening shriek, and rises up. From all corners, shuffling movement is detected. Prepare for combat! == Draft 2 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Local authorities have already tried to traverse the only way to the inlet, a cave. What stopped them was a Sharkmen infestation, which has manifested in the meantime. A sigh startles you. Paole has been reading over your shoulder. "I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." he notes, smiling. [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "Compassion may be expressed in due time, Young Master." Paole says with his hands raised. "Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale pervades your dress. You haven't seen a single soul on the way. At the harbor, it becomes clear where all the locals have gone. Fishermen and other settlers bustle about. The atmosphere is grim. They try to get down to the beach, but are stopped by a few guards. "What's taking ye so long? A child is missing!" a woman screams as you make your way through the crowd. Jeers descend on you. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the waves. Their soothing sounds mix with angry shouts. The gulls screech along. You pass the line of guards, while Paole maintains a dignified stride. "They are just scared, Young Master. They don't know what they're doing." he says to you, his voice barely audible above the wind. Your gaze remains fixed on the cliff ahead, searching for the cave entrance. Memories of your Master haunt your thoughts. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of people. Their shouting stops. When you come back up, you yell as loud as you can: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) After a while, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons aimed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" Paole yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your mind expanding. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax, and become more responsive. Their senses are keen, their minds calm. Sharkmen start to pour out of the cave. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! == DRAFT 1 == [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) A young Imperial Official comes running towards you. c6c31d3773c2d7571b252391b48248a1b1abee77 243 242 2023-10-10T12:01:11Z Who's Jellies? 2 wikitext text/x-wiki == Draft 3 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Authorities have already tried to traverse the only way to the boy's location, a cave. What stopped them was a Sharkmen infestation, which was attracted to the site for an unknown reason. [Player selects two Adventurers] On Paole's insistance, you join the party to the beach. The weather is stormy. At the harbor, locals are in a frenzy because of the missing child. Tensions rise as you try to pass the line of guards, who hold the settlers back. For a moment, the threat of the mob releasing their fear and anger on you seems very real. Your gaze stays fixed on the cliff, haunted by memories of your Master. If only... Your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons fixed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" one of the Adventurers yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax. Their musles are ready to explode into action. Sharkmen start to pour out of the cave. Knowing they are outmatched, the Guards flee. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! Your party stands among the remains of the battle. During the skirmish, the wind has died down. All you hear now is the rushing of the waves. The sand of the beach is mixed with blood. This will surely lure the gulls back that have fled for the moment. As you look about, you realise that the Guard, too, was happy to leave you in charge of the situation. You make yourself comfortable, as the Adventurers prepare for the next objective of their mission. What do you do? 1. Enter the cave [next dungeon prompt] 2. Study the remains of the Sharkmen [The Adventurers take a closer look at the Sharkmen. Under their tout skin, the bones of the creatures are visible. It appears they have run on hard times.] 3. Drink a potion of Health. [Your Adventurers down a vial of Health. The regenerative qualities of their bodies are accelerated for a brief moment. You sense the relief of pain as their gashes close by themselves. Your close proximity makes a potion of Inspiration unnecessary.] 4. Leave [Leaving now would ruin my name as a Guild Master... I'd better press on!] The party enters the grotto. The inside smells of stale seawater. It appears the foul creatures have left some of their belongings here. From the farther reaches of the cave, the faint growls of Sharkmen echo toward you. You recognize something else amidst the feral sounds; The clattering of weapons. What do you do? 1. Go deeper into the cave [Next dungeon prompt] 2. Search through the goods [The items contain large bags and razor sharp knives. You are reminded of the tools of a butcher. The Adventurers also find some materials that will sell for a modest price. (+20 Gold)] 3. Head back The party heads deeper into the cave. The flame of their torch dances on the surface of the rock walls, which start to close in on you as the passage gets smaller and smaller. The fire is a welcome contrast to the smell of brine that permeates the setting. Through the nostrils of the Adventurers, you pick up something else. The scent of crustaceans.<br> Its source becomes clear, as the cavernous hall opens up. Sharp rocks are lined with rows of shellfish.<br> In the distance, all sounds have died down. What do you do? 1. Go deeper into the cave. 2. Inspect the shellfish. (30% chance to lose 10 HP) 3. Head back. The Adventurers down their vials. Their spirits soar, and they feel their Guildmaster's comforting presence in the back of their minds. The horrors of the skirmish are easily forgotten. Only the glory and newly acquired riches remain. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Drink a potion. 4. Leave. Invigorated, the Adventurers continue their journey into the bowels of the Crypt. The light of the torch serves them well, as they easily pass the thorny tendrils that haphazardly grow along the walls and ceiling of the Crypt. The sweet stench is growing noticably stronger, and the wind keeps gently blowing the uncomfortably warm air into the party's faces. The walls are lined with niches, wherein wooden caskets have found their final resting place. Some caskets are intact, while others appear to have been broken open from the inside. All are covered with varying degrees of an unknown mycelium. What do you do? > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Inspect caskets. (50% ???, 50% chance of combat) 4. Drink potion. 5. Leave. The party decides the risk is probably not worth the reward this time. Although their fluttering hearts are grateful, they can't help but wonder what mysteries they have left in those caskets... However, time for reflection is short, as a great, open door is approached. The stench is almost unbearable now. "We must be nearing the source of that Gods-awful stench," one of the companions whispers. The Adventurers find themselves likening the Crypt to an enormous carcass, that they have descended into. The warm, humid wind creates the illusion of rotten breath, wafting over them. Their senses are dizzied by the many stimuli. The only consolation is their torch, who's light is like a friend, no, a mother to them. What would they be outside of its aura of safety? The growth has become thicker, the closer the party has come to the door. Without sunlight, the leaves are left a pale white. Their ghostly appendages have to be moved out of the way for the party to pass. Where the plants touch clothing or skin, a wetness is left that makes the Adventurers feel like the Crypt is releasing saliva. It prepares to devour those who have clambered down its maw voluntarily. The party is now standing at the door. Peering beyond, they can make out a giant shape. It pulses and throbs. A curiosity is awakened in the Adventurers. A curiosity not unlike that aroused by the mortally wounded or very sick. What do you do? 1. Enter the Chamber (Boss fight). 2. Extinguish torch. > 3. Drink potion. 4. Leave. What potion would you like to drink? 1. Potion of Health (restore health) > 2. Potion of Strength (increase Strength) 3. Potion of Potency (increase Magic Damage) 4. Go back. The party members down their vials. A new energy courses through their veins, making their muscles bulge in their clothes. What do you do? > 1. Enter the Chamber. 2. Extinguish torch. 3. Leave. Invigorated, the Party enters the great Chamber. The ceiling is too high to be seen. Overgrown pillars jut out of the stone floor. In the center of the room lies a... creature. It resembles a giant baby, lying on it's side. Plants and fungi seem to grow incessantly out of the foul thing. As the party gets close to it, its face contorts, as if in agony. The party holds, but too late. The creature opens its milky eyes, and fastens its gaze upon the Adventurers. It releases a deafening shriek, and rises up. From all corners, shuffling movement is detected. Prepare for combat! == Draft 2 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Local authorities have already tried to traverse the only way to the inlet, a cave. What stopped them was a Sharkmen infestation, which has manifested in the meantime. A sigh startles you. Paole has been reading over your shoulder. "I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." he notes, smiling. [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "Compassion may be expressed in due time, Young Master." Paole says with his hands raised. "Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale pervades your dress. You haven't seen a single soul on the way. At the harbor, it becomes clear where all the locals have gone. Fishermen and other settlers bustle about. The atmosphere is grim. They try to get down to the beach, but are stopped by a few guards. "What's taking ye so long? A child is missing!" a woman screams as you make your way through the crowd. Jeers descend on you. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the waves. Their soothing sounds mix with angry shouts. The gulls screech along. You pass the line of guards, while Paole maintains a dignified stride. "They are just scared, Young Master. They don't know what they're doing." he says to you, his voice barely audible above the wind. Your gaze remains fixed on the cliff ahead, searching for the cave entrance. Memories of your Master haunt your thoughts. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of people. Their shouting stops. When you come back up, you yell as loud as you can: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) After a while, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons aimed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" Paole yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your mind expanding. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax, and become more responsive. Their senses are keen, their minds calm. Sharkmen start to pour out of the cave. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! == DRAFT 1 == [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) A young Imperial Official comes running towards you. 69ab130fe7bd5434de2a82abf62e2f5cfe2dc2b5 Cutscene 1: Rush to Frontier Island 0 45 244 163 2023-10-11T06:07:19Z Who's Jellies? 2 /* Draft 3 */ wikitext text/x-wiki [[File:Paole drip 3.jpg|thumb|Paole Aolice, Imperial Councillor]] === Draft 3 === '''[Black Screen]''' It is written in the stars. The time has come for the blood of the Succession Empire to flow. My body shall be the dagger that opens her arteries. Heaven demands it! MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Our situation is most dire, indeed! MC: Paole, please... I'm trying to meditate. It seems I'm unable to connect to the Field. Paole: The Field? Young Master, maybe now is the time to think for oneself. You can't possibly hope your superiors will always be there to help you! MC: I- Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! What do we do? MC: ... [It's no use... We haven't even made it to Frontier Island, and it's over already. If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: Young Master, the Empress sent us on a sacred mission. We have to do everything in our power to fulfill it! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Damn your Elders, Master [name]! Aren't you Aennea sworn to serve the Empire? Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! By Nosirus' Member! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade down from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... That would be treason of the highest- Adventurers: Master, please, we are being overwhelmed! MC: Fuck it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, the Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *You force a smile* ... [When I return to the Order there will be hell to pay... If we survive this bloody mission...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me for the use of... unseemly language. MC: Don't worry, Paole. Your qualities exceed your profanities. The Empress makes sure I know this. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: Yes... [She was...] === Draft 2 === '''[Black Screen]''' MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Our situation is dire, indeed! MC: Paole, please... I'm trying to meditate. Your panicking doesn't help with that. Paole: Panicking? I'm not panicking. I... I'm merely assessing the situation, like a good counsillor would. Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine... If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Young Master, we can't go down like this! Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... Fighting without approval of the Elders is considered- Adventurers: Master, please, we are being overwhelmed! MC: Curse it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *You force a smile* ... [I just committed the highest treason to the Order. When I go back, there will be hell to pay... ''If'' I go back...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me for any... falterings in the adherance to etiquette. MC: Don't worry, Paole. If the Empress has faith in you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] === Draft 1 === '''[Black Screen]''' MC (main character): ... [She was all I had... Why didn't she let me stay? This whole mess might have been prevented...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me if my behavior deemed to be... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] 0dcf579e9592ba7e221b41f105c2b2b51ec1f686 245 244 2023-10-11T06:09:14Z Who's Jellies? 2 /* Draft 3 */ wikitext text/x-wiki [[File:Paole drip 3.jpg|thumb|Paole Aolice, Imperial Councillor]] === Draft 3 === '''[Black Screen]''' Empress Xiangia's portrait: It is written in the stars. The time has come for the blood of the Succession Empire to flow. My body shall be the dagger that opens her arteries. Heaven demands it! [An image of a burning city flashes on the screen] MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Our situation is most dire, indeed! MC: Paole, please... I'm trying to meditate. It seems I'm unable to connect to the Field. Paole: The Field? Young Master, maybe now is the time to think for oneself. You can't possibly hope your superiors will always be there to help you! MC: I- Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! What do we do? MC: ... [It's no use... We haven't even made it to Frontier Island, and it's over already. If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: Young Master, the Empress sent us on a sacred mission. We have to do everything in our power to fulfill it! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Damn your Elders, Master [name]! Aren't you Aennea sworn to serve the Empire? Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! By Nosirus' Member! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade down from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... That would be treason of the highest- Adventurers: Master, please, we are being overwhelmed! MC: Fuck it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, the Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *You force a smile* ... [When I return to the Order there will be hell to pay... If we survive this bloody mission...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me for the use of... unseemly language. MC: Don't worry, Paole. Your qualities exceed your profanities. The Empress makes sure I know this. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: Yes... [She was...] === Draft 2 === '''[Black Screen]''' MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Our situation is dire, indeed! MC: Paole, please... I'm trying to meditate. Your panicking doesn't help with that. Paole: Panicking? I'm not panicking. I... I'm merely assessing the situation, like a good counsillor would. Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine... If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Young Master, we can't go down like this! Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... Fighting without approval of the Elders is considered- Adventurers: Master, please, we are being overwhelmed! MC: Curse it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *You force a smile* ... [I just committed the highest treason to the Order. When I go back, there will be hell to pay... ''If'' I go back...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me for any... falterings in the adherance to etiquette. MC: Don't worry, Paole. If the Empress has faith in you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] === Draft 1 === '''[Black Screen]''' MC (main character): ... [She was all I had... Why didn't she let me stay? This whole mess might have been prevented...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me if my behavior deemed to be... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] 503f798d2fa7bde52e60267dc81574915d600a01 246 245 2023-10-11T06:10:28Z Who's Jellies? 2 /* Draft 3 */ wikitext text/x-wiki [[File:Paole drip 3.jpg|thumb|Paole Aolice, Imperial Councillor]] === Draft 3 === '''[Black Screen]''' Empress Xianzhi's portrait: It is written in the stars. The time has come for the blood of the Succession Empire to flow. My body shall be the dagger that opens her arteries. Heaven demands it! [An image of a burning city flashes on the screen] MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Our situation is most dire, indeed! MC: Paole, please... I'm trying to meditate. It seems I'm unable to connect to the Field. Paole: The Field? Young Master, maybe now is the time to think for oneself. You can't possibly hope your superiors will always be there to help you! MC: I- Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! What do we do? MC: ... [It's no use... We haven't even made it to Frontier Island, and it's over already. If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: Young Master, the Empress sent us on a sacred mission. We have to do everything in our power to fulfill it! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Damn your Elders, Master [name]! Aren't you Aennea sworn to serve the Empire? Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! By Nosirus' Member! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade down from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... That would be treason of the highest- Adventurers: Master, please, we are being overwhelmed! MC: Fuck it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, the Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *You force a smile* ... [When I return to the Order there will be hell to pay... If we survive this bloody mission...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me for the use of... unseemly language. MC: Don't worry, Paole. Your qualities exceed your profanities. The Empress makes sure I know this. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: Yes... [She was...] === Draft 2 === '''[Black Screen]''' MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Our situation is dire, indeed! MC: Paole, please... I'm trying to meditate. Your panicking doesn't help with that. Paole: Panicking? I'm not panicking. I... I'm merely assessing the situation, like a good counsillor would. Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine... If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Young Master, we can't go down like this! Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... Fighting without approval of the Elders is considered- Adventurers: Master, please, we are being overwhelmed! MC: Curse it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *You force a smile* ... [I just committed the highest treason to the Order. When I go back, there will be hell to pay... ''If'' I go back...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me for any... falterings in the adherance to etiquette. MC: Don't worry, Paole. If the Empress has faith in you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] === Draft 1 === '''[Black Screen]''' MC (main character): ... [She was all I had... Why didn't she let me stay? This whole mess might have been prevented...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me if my behavior deemed to be... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] 380371e628f6172433f84874667f29f0421f9a03 247 246 2023-10-11T06:11:12Z Who's Jellies? 2 /* Draft 3 */ wikitext text/x-wiki [[File:Paole drip 3.jpg|thumb|Paole Aolice, Imperial Councillor]] === Draft 3 === '''[Black Screen]''' Empress Xianzhi's portrait: It is written in the stars. The time has come for the blood of the Succession Empire to flow, sacrificed to the future. My body shall be the dagger that opens her arteries. Heaven demands it! [An image of a burning city flashes on the screen] MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Our situation is most dire, indeed! MC: Paole, please... I'm trying to meditate. It seems I'm unable to connect to the Field. Paole: The Field? Young Master, maybe now is the time to think for oneself. You can't possibly hope your superiors will always be there to help you! MC: I- Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! What do we do? MC: ... [It's no use... We haven't even made it to Frontier Island, and it's over already. If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: Young Master, the Empress sent us on a sacred mission. We have to do everything in our power to fulfill it! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Damn your Elders, Master [name]! Aren't you Aennea sworn to serve the Empire? Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! By Nosirus' Member! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade down from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... That would be treason of the highest- Adventurers: Master, please, we are being overwhelmed! MC: Fuck it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, the Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *You force a smile* ... [When I return to the Order there will be hell to pay... If we survive this bloody mission...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me for the use of... unseemly language. MC: Don't worry, Paole. Your qualities exceed your profanities. The Empress makes sure I know this. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: Yes... [She was...] === Draft 2 === '''[Black Screen]''' MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Our situation is dire, indeed! MC: Paole, please... I'm trying to meditate. Your panicking doesn't help with that. Paole: Panicking? I'm not panicking. I... I'm merely assessing the situation, like a good counsillor would. Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine... If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Young Master, we can't go down like this! Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... Fighting without approval of the Elders is considered- Adventurers: Master, please, we are being overwhelmed! MC: Curse it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *You force a smile* ... [I just committed the highest treason to the Order. When I go back, there will be hell to pay... ''If'' I go back...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me for any... falterings in the adherance to etiquette. MC: Don't worry, Paole. If the Empress has faith in you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] === Draft 1 === '''[Black Screen]''' MC (main character): ... [She was all I had... Why didn't she let me stay? This whole mess might have been prevented...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me if my behavior deemed to be... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] 986191556720f364651982d13db1d949a5cf7c0d 248 247 2023-10-11T06:21:36Z Who's Jellies? 2 /* Draft 3 */ wikitext text/x-wiki [[File:Paole drip 3.jpg|thumb|Paole Aolice, Imperial Councillor]] === Draft 3 === '''[Black Screen]''' Empress Xianzhi's portrait: It is written in the stars. The time has come for the blood of the Succession Empire to flow, sacrificing it to the future. My body shall be the dagger that opens her arteries. Heaven demands it! [An image of a burning city flashes on the screen] MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Our situation is most dire, indeed! MC: Paole, please... I'm trying to meditate. It seems I'm unable to connect to the Field. Paole: The Field? Young Master, maybe now is the time to think for oneself. You can't possibly hope your superiors will always be there to help you! MC: I- Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! What do we do? MC: ... [It's no use... We haven't even made it to Frontier Island, and it's over already. If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: Young Master, the Empress sent us on a sacred mission. We have to do everything in our power to fulfill it! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Damn your Elders, Master [name]! Aren't you Aennea sworn to serve the Empire? Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! By Nosirus' Member! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade down from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... That would be treason of the highest- Adventurers: Master, please, we are being overwhelmed! MC: Fuck it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, the Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *You force a smile* ... [When I return to the Order there will be hell to pay... If we survive this bloody mission...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me for the use of... unseemly language. MC: Don't worry, Paole. Your qualities exceed your profanities. The Empress makes sure I know this. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: Yes... [She was...] === Draft 2 === '''[Black Screen]''' MC (main character): ... [Elders, why can't I hear you? I need your guidance now more than ever...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Our situation is dire, indeed! MC: Paole, please... I'm trying to meditate. Your panicking doesn't help with that. Paole: Panicking? I'm not panicking. I... I'm merely assessing the situation, like a good counsillor would. Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: *Paole turns toward the door in shock* Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine... If only my prayers were heard!] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: ... [Elders, hear my plea... Why won't you answer?!] Paole: Young Master, we can't go down like this! Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* Young Master, DO SOMETHING! *Sounds of a skirmish cascade from the deck* Adventurers: Where is the Master?! Fighting these things is hopeless without him! MC: I... I can't... Fighting without approval of the Elders is considered- Adventurers: Master, please, we are being overwhelmed! MC: Curse it! Paole, I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster, you're here! Adv 2: We need your help, Master... We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: Thanks, men. You were great out there. Without you, we couldn't have done it. *You force a smile* ... [I just committed the highest treason to the Order. When I go back, there will be hell to pay... ''If'' I go back...] Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me for any... falterings in the adherance to etiquette. MC: Don't worry, Paole. If the Empress has faith in you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] === Draft 1 === '''[Black Screen]''' MC (main character): ... [She was all I had... Why didn't she let me stay? This whole mess might have been prevented...] '''[Lightning strikes, illuminating the screen. The scene is revealed. A small ship traveling through the dark night. It starts to pour. Thunder rolls.]''' Paole: A STORM? Right now, after everything we've been through? Gods, what have I done for ye to abandon me?! MC: Paole, please... What good does panicking bring us now? Paole: Panicking? I'm not panicking! I- I'm merely assessing the situation, like a good counsillor would! Crew member: Yonghéng ships spotted! They are hot on our trail! Paole: OUR END IS NIGH! Those accursed Dead Ones are onto us! MC: ... [It's no use... We haven't even made it to the Frontier Island, and it's over already. I wish the Empress had put her trust in more capable hands than mine...] Crew Member: Prepare to be boarded! Paole: This is my end! And it's on a rotten ship instead of in a warm palace room! MC: Paole, let's not go down without a fight! It's what Empress Liviana would've wanted! Paole: B-but... I... *Paole sighs* You're right, young Master. I forget the proper etiquette for a courtier of my stature. Crew member: Here they come! ...WHAT?!? MC: ... Paole: ... MC: What's happening out there? Crew member: A... a giant Sea Monster appears to have... wrecked the enemy ships! Paole: We're saved! Huzzah! Crew member: Monsters are climbing our ship! Ring the alarm! Paole: We're doomed! *Paole scrambles for safety behind a crate* MC: I... what do I- Adventurers: Master, we need you on the deck! MC: Paole, stay here! I'm going to see what I can do! '''[SCENE SWITCHES TO THE DECK, WHERE TWO ADVENTURERS TRY TO HOLD OFF AN ATTACK BY TWO SEMI-AQUATIC MONSTERS]''' Adv 1: Guildmaster. Finally, you're here! Adv 2: We need your help, Master... Quick. We don't stand a chance without you! MC: Alright... Let's do this! I lend you... my power! '''[Combat tutorial]''' Adv 1: That... was a close one... Adv 2: You know, Master, you Aennea sure are a strange bunch. But the Aid you provide is priceless. MC: *smiles* Thanks, men! Excellent work. I'm glad you're with me. Paole: *Sets foot on deck* Ahem. It appears the storm has passed, and we're nearing the harbor of Frontier Island. ... Observing how dire the earlier circumstances were, you'll forgive me if my behavior deemed to be... inappropriate. MC: Don't worry, Paole. We might have our differences, but if the Empress trusts you, so do I. Paole: Hm, yes! She was like a mother to you. And mothers know best! MC: ... [She was...] 2a1fc59a8ac8086b2245e45f4a88febbb6a6459a Cutscene: Chapter II: Finding our Way 0 59 251 213 2023-10-11T07:20:25Z Who's Jellies? 2 wikitext text/x-wiki [If the player talks to Paole about the mission] Paole nods to you, as you approach him. To most people, the stress of your hazardous journey overseas wouldn't seem to have affected him much. However, his eyes miss some of their gleam, and you can see he upholds his dignified posture with effort. When he speaks, his voice sounds soft, but clear. "Yes, Young Master?" "Paole, we have to talk about our mission." Your Counsillor takes a moment. Then looks away, and sighs. "Our dear Empress' request wasn't very... descriptive, was it? Travel to the Spire on Frontier Island... Well, we can see the accursed thing sticking out from the center of this Island. The question that remains is; how do we get there?" Paole walks over to the Commission Board. He takes one of the completed contracts down, and looks at it with a frown. "What are you trying to do, Paole? Think the paper will just tell you where to go?" "Very funny, Young Master. I was considering the strength of the monsters here. Compared to the ones we encounter on the mainland, these seem to be much more fearsome. This in combination with that enormous creature attacking us at sea, makes me think something is... different here. Reaching the center of this place won't be an easy task." You place your hand on Paole's shoulder. "We'll be alright, Paole. There is an Elder somewhere on this island. He will help us." Paole's eyebrows shoot up. "You've sensed someone?" "The contracts we fulfilled while the Governor was here-" "They were approved..." Paole finishes your sentence, his voice trailing off in thought. He shakes his head after a moment. "Young Master, forgive me. The workings of your Order never cease to leave me pondering." Your gazes meet, "How is a young man like yourself supposed to find his own way, if all you do is follow the directions of those Elders?" The hand you placed on your Counsillor's shoulder slides off. You feel a hot sensation kreeping up from your belly to your chest, before it makes it's way to your face."Outsiders don't understand, and they never will. You don't know how it is to feel everything that happens out there. The fear, the pain. Do you know how often I've died? The Elders help us to carry that burden. That's why I ''need'' them!" Paole looks startled. You realize you ended up nearly shouting your last words. The muscles in your back are tensed, ready to release their power. Outside, you hear the rumble of thunder. Paole looks up. "It looks like we're not out of this storm yet," he says, mostly to himself. You apologize and bow to him, before taking your leave. A feeling of shame flutters about your temper. ed812202264b87c7a2c5c3c4c3a59ee2e974707a 252 251 2023-10-11T07:22:00Z Who's Jellies? 2 wikitext text/x-wiki [If the player talks to Paole about the mission] Paole nods to you, as you approach him. To most people, the stress of your hazardous journey overseas wouldn't seem to have affected him much. However, his eyes miss some of their gleam, and you can see he upholds his dignified posture with effort. When he speaks, his voice sounds soft, but clear. "Yes, Young Master?" "Paole, we have to talk about our mission." Your Counsillor takes a moment. Then looks away, and sighs. "Our dear Empress' request wasn't very... descriptive, was it? Travel to the Spire on Frontier Island... Well, we can see the accursed thing sticking out from the center of this Island. The question that remains is; how do we get there?" Paole walks over to the Commission Board. He takes one of the completed contracts down, and looks at it with a frown. "What are you trying to do, Paole? Think the paper will just tell you where to go?" "Very funny, Young Master. I was considering the strength of the monsters here. Compared to the ones we encounter on the mainland, these seem to be much more fearsome. This in combination with that enormous creature attacking us at sea, makes me think something is... different here. Reaching the center of this place won't be an easy task." You place your hand on Paole's shoulder. "We'll be alright, Paole. There is an Elder somewhere on this island. He will help us." Paole's eyebrows shoot up. "You've sensed someone?" "The contracts we fulfilled while the Governor was here-" "They were approved..." Paole finishes your sentence, his voice trailing off in thought. He shakes his head after a moment. "Young Master, forgive me. The workings of your Order never cease to leave me pondering." Your gazes meet, "How is a young man like yourself supposed to find his own way, if all you do is follow the directions of those Elders?" The hand you placed on your Counsillor's shoulder slides off. You feel a hot sensation kreeping up from your belly to your chest, before it makes it's way to your face."Outsiders don't understand, and they never will. You don't know how it is to feel everything that happens out there. The fear, the pain. Do you know how often I've died? The Elders help us to carry that burden. That's why I ''need'' them!" Paole looks startled. You realize you ended up nearly shouting your last words. The muscles in your back are tensed. Outside, you hear the rumble of thunder. Paole looks up. "It looks like we're not out of this storm yet," he says, mostly to himself. After apologizing, you take your leave. Looking your friend in the eyes after bowing was impossible. 71455b3760a71298bbf435e6ea85a8dabe75e525 Cutscene: Chapter II 2: The Yonghéng Woman 0 61 253 243 2023-10-12T10:11:49Z Who's Jellies? 2 wikitext text/x-wiki == Draft 3 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Authorities have already tried to traverse the only way to the boy's location, a cave. What stopped them was a Sharkmen infestation, which was attracted to the site for an unknown reason. [Player selects two Adventurers] On Paole's insistance, you join the party to the beach. The weather is stormy. At the harbor, locals are in a frenzy because of the missing child. Tensions rise as you try to pass the line of guards, who hold the settlers back. For a moment, the threat of the mob releasing their fear and anger on you seems very real. Your gaze stays fixed on the cliff, haunted by memories of your Master. If only... Your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons fixed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" one of the Adventurers yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax. Their musles are ready to explode into action. Sharkmen start to pour out of the cave. Knowing they are outmatched, the Guards flee. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! Your party stands among the remains of the battle. During the skirmish, the wind has died down. All you hear now is the rushing of the waves. The sand of the beach is mixed with blood. This will surely lure the gulls back that have fled for the moment. As you look about, you realise that the Guard, too, was happy to leave you in charge of the situation. You make yourself comfortable, as the Adventurers prepare for the next objective of their mission. What do you do? 1. Enter the cave [next dungeon prompt] 2. Study the remains of the Sharkmen [The Adventurers take a closer look at the Sharkmen. Under their tout skin, the bones of the creatures are visible. It appears they have run on hard times.] 3. Drink a potion of Health. [Your Adventurers down a vial of Health. The regenerative qualities of their bodies are accelerated for a brief moment. You sense the relief of pain as their gashes close by themselves. Your close proximity makes a potion of Inspiration unnecessary.] 4. Leave [Leaving now would ruin my name as a Guild Master... I'd better press on!] The party enters the grotto. The inside smells of stale seawater. It appears the foul creatures have left some of their belongings here. From the farther reaches of the cave, the faint growls of Sharkmen echo toward you. You recognize something else amidst the feral sounds; The clattering of weapons. What do you do? 1. Go deeper into the cave [Next dungeon prompt] 2. Search through the goods [The items contain large bags and razor sharp knives. You are reminded of the tools of a butcher. The Adventurers also find some materials that will sell for a modest price. (+20 Gold)] 3. Head back The party heads deeper into the cave. The flame of their torch dances on the surface of the rock walls, which start to close in on you as the passage gets smaller and smaller. The fire is a welcome contrast to the smell of brine that permeates the setting. Through the nostrils of the Adventurers, you pick up something else. The scent of crustaceans.<br> Its source becomes clear, as the cavernous hall opens up. Razor sharp rocks are lined with rows of shellfish.<br> In the distance, the sounds have grown infrequent. Now and then, you pick up the sharp noise of metal hitting metal. The interludes of silence between the clangs grow in duration. What do you do? 1. Go deeper into the cave. [Next dungeon prompt] 2. Inspect the shellfish. (30% chance to lose HP) [The entangled minds of you and the Adventurers recognize the shells. Creatures like these are known to contain pearls. Do you want to try extracting the riches from their housing? Yes (50% chance to lose HP, 50% chance to find 50G)/ No] [If succesful: You clamber down the rocks, valuables in hand.] [If not successful: You sense the frustration of the Adventurers, as their efforts provide fruitless.] 3. Head back. Leaving the shellfish behind, your party continues. There is a turn in the path you've been following. From around the corner, sunlight can be seen. Its brightness is a sharp contrast to the darkness you've accustomed to in the meantime. Sand is covering the floor of the grotto here, and you can see dozens of Sharkman footprints. It seems they've left in a rush. The footprints probably belong to the creatures that you massacred on the beach.<br> The musk of Sharkmen and blood tingles in your nostrils. Your ears pick up a shuffling sound that you can't place.<br> "I think there's trouble ahead," one of the Adventurers mutters. What do you do? 1. Continue (Bossfight) 2. Drink a potion [Potions of Health/ Strength/ Magic/ Agility] 3. Head back After making the necessary preparations, you turn the corner. The sight makes you and the Adventurers gasp. Dozens of Sharkmen lie about the cavern. Their bodies are maimed and broken. But that's nothing compared to what you see in the middle of the room. A huge Sharkman dominates the space. His body is covered in chains and big shells, which appears to function as his armor. In his hands, that would dwarf a sizable shield, he holds a long weapon with a wicked hook. > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Inspect caskets. (50% ???, 50% chance of combat) 4. Drink potion. 5. Leave. The party decides the risk is probably not worth the reward this time. Although their fluttering hearts are grateful, they can't help but wonder what mysteries they have left in those caskets... However, time for reflection is short, as a great, open door is approached. The stench is almost unbearable now. "We must be nearing the source of that Gods-awful stench," one of the companions whispers. The Adventurers find themselves likening the Crypt to an enormous carcass, that they have descended into. The warm, humid wind creates the illusion of rotten breath, wafting over them. Their senses are dizzied by the many stimuli. The only consolation is their torch, who's light is like a friend, no, a mother to them. What would they be outside of its aura of safety? The growth has become thicker, the closer the party has come to the door. Without sunlight, the leaves are left a pale white. Their ghostly appendages have to be moved out of the way for the party to pass. Where the plants touch clothing or skin, a wetness is left that makes the Adventurers feel like the Crypt is releasing saliva. It prepares to devour those who have clambered down its maw voluntarily. The party is now standing at the door. Peering beyond, they can make out a giant shape. It pulses and throbs. A curiosity is awakened in the Adventurers. A curiosity not unlike that aroused by the mortally wounded or very sick. What do you do? 1. Enter the Chamber (Boss fight). 2. Extinguish torch. > 3. Drink potion. 4. Leave. What potion would you like to drink? 1. Potion of Health (restore health) > 2. Potion of Strength (increase Strength) 3. Potion of Potency (increase Magic Damage) 4. Go back. The party members down their vials. A new energy courses through their veins, making their muscles bulge in their clothes. What do you do? > 1. Enter the Chamber. 2. Extinguish torch. 3. Leave. Invigorated, the Party enters the great Chamber. The ceiling is too high to be seen. Overgrown pillars jut out of the stone floor. In the center of the room lies a... creature. It resembles a giant baby, lying on it's side. Plants and fungi seem to grow incessantly out of the foul thing. As the party gets close to it, its face contorts, as if in agony. The party holds, but too late. The creature opens its milky eyes, and fastens its gaze upon the Adventurers. It releases a deafening shriek, and rises up. From all corners, shuffling movement is detected. Prepare for combat! == Draft 2 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Local authorities have already tried to traverse the only way to the inlet, a cave. What stopped them was a Sharkmen infestation, which has manifested in the meantime. A sigh startles you. Paole has been reading over your shoulder. "I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." he notes, smiling. [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "Compassion may be expressed in due time, Young Master." Paole says with his hands raised. "Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale pervades your dress. You haven't seen a single soul on the way. At the harbor, it becomes clear where all the locals have gone. Fishermen and other settlers bustle about. The atmosphere is grim. They try to get down to the beach, but are stopped by a few guards. "What's taking ye so long? A child is missing!" a woman screams as you make your way through the crowd. Jeers descend on you. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the waves. Their soothing sounds mix with angry shouts. The gulls screech along. You pass the line of guards, while Paole maintains a dignified stride. "They are just scared, Young Master. They don't know what they're doing." he says to you, his voice barely audible above the wind. Your gaze remains fixed on the cliff ahead, searching for the cave entrance. Memories of your Master haunt your thoughts. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of people. Their shouting stops. When you come back up, you yell as loud as you can: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) After a while, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons aimed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" Paole yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your mind expanding. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax, and become more responsive. Their senses are keen, their minds calm. Sharkmen start to pour out of the cave. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! == DRAFT 1 == [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) A young Imperial Official comes running towards you. e08c55cffa480d09a4bb7170eefc18eb005f2ddd 254 253 2023-10-13T11:20:05Z Who's Jellies? 2 wikitext text/x-wiki == Draft 3 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Authorities have already tried to traverse the only way to the boy's location, a cave that pierces the cliff West of town. What stopped them was a Sharkmen infestation, attracted to the site for an unknown reason. [Player selects two Adventurers] On Paole's insistance, you join the party to the beach. The sky is sunless, and a gale pierces your robe. At the harbor, locals are in a frenzy because of the missing child. Tensions rise as you try to pass the line of guards, who hold the settlers back. For a moment, the threat of the mob releasing their fear and anger on you becomes very real. Only one thing seems to withhold them; the glares royally distributed by your Adventurers. Your gaze stays fixed on the cliff ahead, haunted by memories of your Master. If only... Your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons fixed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" one of the Adventurers yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax. Their musles are ready to explode into action. Sharkmen start to pour out of the cave. Knowing they are outmatched, the Guards flee. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! Your party stands among the remains of the battle. During the skirmish, the wind has died down. All you hear now is the rushing of the waves. The beach is littered with bits and pieces of Sharkmen. Surely, this will lure the gulls back in that fled in blind panic. As you look about, you realise that the Guard, too, was happy to leave you in charge of the situation. You make yourself comfortable, as the Adventurers prepare for the next objective of their mission. What do you do? 1. Enter the cave [next dungeon prompt] 2. Study the remains of the Sharkmen [The Adventurers take a closer look at the Sharkmen. Under their tout skin, the bones of the creatures are visible. It appears they have run on hard times.] 3. Drink a potion of Health. [Your Adventurers down a vial of Health. The regenerative qualities of their bodies are accelerated for a brief moment. You sense the relief of pain as their gashes close by themselves. Your close proximity makes a potion of Inspiration unnecessary.] 4. Leave [Leaving now would ruin my name as a Guild Master... I'd better press on!] The party enters the grotto. The inside smells of stale seawater. It appears the foul creatures have left some of their belongings here. From the farther reaches of the cave, the faint growls of Sharkmen echo toward you. You recognize something else amidst the feral sounds; The clattering of weapons. What do you do? 1. Go deeper into the cave [Next dungeon prompt] 2. Search through the goods [The items contain large bags and razor sharp knives. You are reminded of the tools of a butcher. The Adventurers also find some materials that will sell for a modest price. (+20 Gold)] 3. Head back The party heads deeper into the cave. The flame of their torch dances on the surface of the rock walls, which start to close in on you as the passage gets smaller and smaller. The fire is a welcome contrast to the smell of brine that permeates the setting. Through the nostrils of the Adventurers, you pick up something else. The scent of crustaceans.<br> Its source becomes clear, as the cavernous hall opens up. Razor sharp rocks are lined with rows of shellfish.<br> In the distance, the sounds have grown infrequent. Now and then, you pick up the sharp noise of metal hitting metal. The interludes of silence between the clangs grow in duration. What do you do? 1. Go deeper into the cave. [Next dungeon prompt] 2. Inspect the shellfish. (30% chance to lose HP) [The entangled minds of you and the Adventurers recognize the shells. Creatures like these are known to contain pearls. Do you want to try extracting the riches from their housing? Yes (50% chance to lose HP, 50% chance to find 50G)/ No] [If succesful: You clamber down the rocks, valuables in hand.] [If not successful: You sense the frustration of the Adventurers, as their efforts provide fruitless.] 3. Head back. Leaving the shellfish behind, your party continues. There is a turn in the path you've been following. From around the corner, sunlight can be seen. Its brightness is a sharp contrast to the darkness you've accustomed to in the meantime. Sand is covering the floor of the grotto here, and you can see dozens of Sharkman footprints. It seems they've left in a rush. The footprints probably belong to the creatures that you massacred on the beach.<br> The musk of Sharkmen and blood tingles in your nostrils. Your ears pick up a shuffling sound that you can't place.<br> "I think there's trouble ahead," one of the Adventurers mutters. What do you do? 1. Continue (Bossfight) 2. Drink a potion [Potions of Health/ Strength/ Magic/ Agility] 3. Head back After making the necessary preparations, you turn the corner. The sight makes you and the Adventurers gasp. Dozens of Sharkmen lie about the cavern, illuminated by the sunlight that creeps through a small slit in the rock wall. Their bodies are maimed and broken. But that's nothing compared to what you see in a corner of the room. Over a corpse a mountain of muscle is bent over. A Sharkman, the largest you've ever witnessed. His body is covered in chains and big shells. Within his reach lies a long weapon, sporting a wicked hook. A sickening snap reveals his acitivities. For some reason, the giant Sharkman is dismembering his lesser kin. He turns around and sees you, and you see his eyes. Black eyes, like a doll's. Without making a sound, he rises. His claws clutch his brutish weapon. You can feel the blood leaving your face. As he towers in the room, you see there's something wrong with him. The middle of his chest is dominated by a scorched hole. The way he moves seems off. It is as if he is controlled by a puppeteer.<br> The monster lurches towards you. PREPARE FOR BATTLE! > 1. Go deeper into the Crypt. 2. Extinguish torch. 3. Inspect caskets. (50% ???, 50% chance of combat) 4. Drink potion. 5. Leave. The party decides the risk is probably not worth the reward this time. Although their fluttering hearts are grateful, they can't help but wonder what mysteries they have left in those caskets... However, time for reflection is short, as a great, open door is approached. The stench is almost unbearable now. "We must be nearing the source of that Gods-awful stench," one of the companions whispers. The Adventurers find themselves likening the Crypt to an enormous carcass, that they have descended into. The warm, humid wind creates the illusion of rotten breath, wafting over them. Their senses are dizzied by the many stimuli. The only consolation is their torch, who's light is like a friend, no, a mother to them. What would they be outside of its aura of safety? The growth has become thicker, the closer the party has come to the door. Without sunlight, the leaves are left a pale white. Their ghostly appendages have to be moved out of the way for the party to pass. Where the plants touch clothing or skin, a wetness is left that makes the Adventurers feel like the Crypt is releasing saliva. It prepares to devour those who have clambered down its maw voluntarily. The party is now standing at the door. Peering beyond, they can make out a giant shape. It pulses and throbs. A curiosity is awakened in the Adventurers. A curiosity not unlike that aroused by the mortally wounded or very sick. What do you do? 1. Enter the Chamber (Boss fight). 2. Extinguish torch. > 3. Drink potion. 4. Leave. What potion would you like to drink? 1. Potion of Health (restore health) > 2. Potion of Strength (increase Strength) 3. Potion of Potency (increase Magic Damage) 4. Go back. The party members down their vials. A new energy courses through their veins, making their muscles bulge in their clothes. What do you do? > 1. Enter the Chamber. 2. Extinguish torch. 3. Leave. Invigorated, the Party enters the great Chamber. The ceiling is too high to be seen. Overgrown pillars jut out of the stone floor. In the center of the room lies a... creature. It resembles a giant baby, lying on it's side. Plants and fungi seem to grow incessantly out of the foul thing. As the party gets close to it, its face contorts, as if in agony. The party holds, but too late. The creature opens its milky eyes, and fastens its gaze upon the Adventurers. It releases a deafening shriek, and rises up. From all corners, shuffling movement is detected. Prepare for combat! == Draft 2 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Local authorities have already tried to traverse the only way to the inlet, a cave. What stopped them was a Sharkmen infestation, which has manifested in the meantime. A sigh startles you. Paole has been reading over your shoulder. "I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." he notes, smiling. [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "Compassion may be expressed in due time, Young Master." Paole says with his hands raised. "Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale pervades your dress. You haven't seen a single soul on the way. At the harbor, it becomes clear where all the locals have gone. Fishermen and other settlers bustle about. The atmosphere is grim. They try to get down to the beach, but are stopped by a few guards. "What's taking ye so long? A child is missing!" a woman screams as you make your way through the crowd. Jeers descend on you. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the waves. Their soothing sounds mix with angry shouts. The gulls screech along. You pass the line of guards, while Paole maintains a dignified stride. "They are just scared, Young Master. They don't know what they're doing." he says to you, his voice barely audible above the wind. Your gaze remains fixed on the cliff ahead, searching for the cave entrance. Memories of your Master haunt your thoughts. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of people. Their shouting stops. When you come back up, you yell as loud as you can: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) After a while, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons aimed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" Paole yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your mind expanding. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax, and become more responsive. Their senses are keen, their minds calm. Sharkmen start to pour out of the cave. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! == DRAFT 1 == [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) A young Imperial Official comes running towards you. 8231dd25052c4a6e13c25c5fc91c13abc7c5ce94 255 254 2023-10-13T11:20:48Z Who's Jellies? 2 wikitext text/x-wiki == Draft 3 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Authorities have already tried to traverse the only way to the boy's location, a cave that pierces the cliff West of town. What stopped them was a Sharkmen infestation, attracted to the site for an unknown reason. [Player selects two Adventurers] On Paole's insistance, you join the party to the beach. The sky is sunless, and a gale pierces your robe. At the harbor, locals are in a frenzy because of the missing child. Tensions rise as you try to pass the line of guards, who hold the settlers back. For a moment, the threat of the mob releasing their fear and anger on you becomes very real. Only one thing seems to withhold them; the glares royally distributed by your Adventurers. Your gaze stays fixed on the cliff ahead, haunted by memories of your Master. If only... Your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons fixed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" one of the Adventurers yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax. Their musles are ready to explode into action. Sharkmen start to pour out of the cave. Knowing they are outmatched, the Guards flee. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! Your party stands among the remains of the battle. During the skirmish, the wind has died down. All you hear now is the rushing of the waves. The beach is littered with bits and pieces of Sharkmen. Surely, this will lure the gulls back in that fled in blind panic. As you look about, you realise that the Guard, too, was happy to leave you in charge of the situation. You make yourself comfortable, as the Adventurers prepare for the next objective of their mission. What do you do? 1. Enter the cave [next dungeon prompt] 2. Study the remains of the Sharkmen [The Adventurers take a closer look at the Sharkmen. Under their tout skin, the bones of the creatures are visible. It appears they have run on hard times.] 3. Drink a potion of Health. [Your Adventurers down a vial of Health. The regenerative qualities of their bodies are accelerated for a brief moment. You sense the relief of pain as their gashes close by themselves. Your close proximity makes a potion of Inspiration unnecessary.] 4. Leave [Leaving now would ruin my name as a Guild Master... I'd better press on!] The party enters the grotto. The inside smells of stale seawater. It appears the foul creatures have left some of their belongings here. From the farther reaches of the cave, the faint growls of Sharkmen echo toward you. You recognize something else amidst the feral sounds; The clattering of weapons. What do you do? 1. Go deeper into the cave [Next dungeon prompt] 2. Search through the goods [The items contain large bags and razor sharp knives. You are reminded of the tools of a butcher. The Adventurers also find some materials that will sell for a modest price. (+20 Gold)] 3. Head back The party heads deeper into the cave. The flame of their torch dances on the surface of the rock walls, which start to close in on you as the passage gets smaller and smaller. The fire is a welcome contrast to the smell of brine that permeates the setting. Through the nostrils of the Adventurers, you pick up something else. The scent of crustaceans.<br> Its source becomes clear, as the cavernous hall opens up. Razor sharp rocks are lined with rows of shellfish.<br> In the distance, the sounds have grown infrequent. Now and then, you pick up the sharp noise of metal hitting metal. The interludes of silence between the clangs grow in duration. What do you do? 1. Go deeper into the cave. [Next dungeon prompt] 2. Inspect the shellfish. (30% chance to lose HP) [The entangled minds of you and the Adventurers recognize the shells. Creatures like these are known to contain pearls. Do you want to try extracting the riches from their housing? Yes (50% chance to lose HP, 50% chance to find 50G)/ No] [If succesful: You clamber down the rocks, valuables in hand.] [If not successful: You sense the frustration of the Adventurers, as their efforts provide fruitless.] 3. Head back. Leaving the shellfish behind, your party continues. There is a turn in the path you've been following. From around the corner, sunlight can be seen. Its brightness is a sharp contrast to the darkness you've accustomed to in the meantime. Sand is covering the floor of the grotto here, and you can see dozens of Sharkman footprints. It seems they've left in a rush. The footprints probably belong to the creatures that you massacred on the beach.<br> The musk of Sharkmen and blood tingles in your nostrils. Your ears pick up a shuffling sound that you can't place.<br> "I think there's trouble ahead," one of the Adventurers mutters. What do you do? 1. Continue (Bossfight) 2. Drink a potion [Potions of Health/ Strength/ Magic/ Agility] 3. Head back After making the necessary preparations, you turn the corner. The sight makes you and the Adventurers gasp. Dozens of Sharkmen lie about the cavern, illuminated by the sunlight that creeps through a small slit in the rock wall. Their bodies are maimed and broken. But that's nothing compared to what you see in a corner of the room. Over a corpse a mountain of muscle is bent over. A Sharkman, the largest you've ever witnessed. His body is covered in chains and big shells. Within his reach lies a long weapon, sporting a wicked hook. A sickening snap reveals his acitivities. For some reason, the giant Sharkman is dismembering his lesser kin. He turns around and sees you, and you see his eyes. Black eyes, like a doll's. Without making a sound, he rises. His claws clutch his brutish weapon. You can feel the blood leaving your face. As he towers in the room, you see there's something wrong with him. The middle of his chest is dominated by a scorched hole. The way he moves seems off. It is as if he is controlled by a puppeteer.<br> The monster lurches towards you. PREPARE FOR BATTLE! == Draft 2 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Local authorities have already tried to traverse the only way to the inlet, a cave. What stopped them was a Sharkmen infestation, which has manifested in the meantime. A sigh startles you. Paole has been reading over your shoulder. "I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." he notes, smiling. [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "Compassion may be expressed in due time, Young Master." Paole says with his hands raised. "Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale pervades your dress. You haven't seen a single soul on the way. At the harbor, it becomes clear where all the locals have gone. Fishermen and other settlers bustle about. The atmosphere is grim. They try to get down to the beach, but are stopped by a few guards. "What's taking ye so long? A child is missing!" a woman screams as you make your way through the crowd. Jeers descend on you. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the waves. Their soothing sounds mix with angry shouts. The gulls screech along. You pass the line of guards, while Paole maintains a dignified stride. "They are just scared, Young Master. They don't know what they're doing." he says to you, his voice barely audible above the wind. Your gaze remains fixed on the cliff ahead, searching for the cave entrance. Memories of your Master haunt your thoughts. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of people. Their shouting stops. When you come back up, you yell as loud as you can: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) After a while, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons aimed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" Paole yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your mind expanding. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax, and become more responsive. Their senses are keen, their minds calm. Sharkmen start to pour out of the cave. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! == DRAFT 1 == [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) A young Imperial Official comes running towards you. ce918398b39363b3246de2b36d248bf5b0b0a45b 256 255 2023-10-13T11:43:07Z Who's Jellies? 2 wikitext text/x-wiki == Draft 3 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Authorities have already tried to traverse the only way to the boy's location, a cave that pierces the cliff West of town. What stopped them was a Sharkmen infestation, attracted to the site for an unknown reason. [Player selects two Adventurers] On Paole's insistance, you join the party to the beach. The sky is sunless, and a gale pierces your robe. At the harbor, locals are in a frenzy because of the missing child. Tensions rise as you try to pass the line of guards, who hold the settlers back. For a moment, the threat of the mob releasing their fear and anger on you becomes very real. Only one thing seems to withhold them; the glares royally distributed by your Adventurers. Your gaze stays fixed on the cliff ahead, haunted by memories of your Master. If only... With crass strides you cross the beach, which is littered with broken planks. The clutter makes you raise an eyebrow. Before you have time to think about it, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons fixed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" one of the Adventurers yells. Too late. The guard nearest to the entrance drops to the sand. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax. Their musles are ready to explode into action. Sharkmen start to pour out of the cave. Knowing they are outmatched, the Guards flee. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! Your party stands among the remains of the battle. During the skirmish, the wind has died down. All you hear now is the rushing of the waves. The beach is littered with bits and pieces of Sharkmen. Surely, this will lure the gulls back in that fled in blind panic. As you look about, you realise that the Guard, too, was happy to leave you in charge of the situation. You make yourself comfortable, as the Adventurers prepare for the next objective of their mission. What do you do? 1. Enter the cave [next dungeon prompt] 2. Study the remains of the Sharkmen [The Adventurers take a closer look at the Sharkmen. Under their tout skin, the bones of the creatures are visible. It appears they have run on hard times.] 3. Drink a potion of Health. [Your Adventurers down a vial of Health. The regenerative qualities of their bodies are accelerated for a brief moment. You sense the relief of pain as their gashes close by themselves. Your close proximity makes a potion of Inspiration unnecessary.] 4. Leave [Leaving now would ruin my name as a Guild Master... I'd better press on!] The party enters the grotto. The inside smells of stale seawater. It appears the foul creatures have left some of their belongings here. From the farther reaches of the cave, the faint growls of Sharkmen echo toward you. You recognize something else amidst the feral sounds; The clattering of weapons. What do you do? 1. Go deeper into the cave [Next dungeon prompt] 2. Search through the goods [The items contain large bags and razor sharp knives. You are reminded of the tools of a butcher. The Adventurers also find some materials that will sell for a modest price. (+20 Gold)] 3. Head back The party heads deeper into the cave. The flame of their torch dances on the surface of the rock walls, which start to close in on you as the passage gets smaller and smaller. The fire is a welcome contrast to the smell of brine that permeates the setting. Through the nostrils of the Adventurers, you pick up something else. The scent of crustaceans.<br> Its source becomes clear, as the cavernous hall opens up. Razor sharp rocks are lined with rows of shellfish.<br> In the distance, the sounds have grown infrequent. Now and then, you pick up the sharp noise of metal hitting metal. The interludes of silence between the clangs grow in duration. What do you do? 1. Go deeper into the cave. [Next dungeon prompt] 2. Inspect the shellfish. (30% chance to lose HP) [The entangled minds of you and the Adventurers recognize the shells. Creatures like these are known to contain pearls. Do you want to try extracting the riches from their housing? Yes (50% chance to lose HP, 50% chance to find 50G)/ No] [If succesful: You clamber down the rocks, valuables in hand.] [If not successful: You sense the frustration of the Adventurers, as their efforts provide fruitless.] 3. Head back. Leaving the shellfish behind, your party continues. There is a turn in the path you've been following. From around the corner, sunlight can be seen. Its brightness is a sharp contrast to the darkness you've accustomed to in the meantime. Sand is covering the floor of the grotto here, and you can see dozens of Sharkman footprints. It seems they've left in a rush. The footprints probably belong to the creatures that you massacred on the beach.<br> The musk of Sharkmen and blood tingles in your nostrils. Your ears pick up a shuffling sound that you can't place.<br> "I think there's trouble ahead," one of the Adventurers mutters. What do you do? 1. Continue (Bossfight) 2. Drink a potion [Potions of Health/ Strength/ Magic/ Agility] 3. Head back After making the necessary preparations, you turn the corner. The sight and smell makes the Adventurers gasp. Dozens of Sharkmen lie about the cavern, illuminated by the sunlight that creeps through a small slit in the rock wall. Their bodies are maimed and broken. But that's nothing compared to what you see in a corner of the room. Bent over a corpse, a mountain of muscle has its back to you. A Sharkman, the largest you've ever witnessed. Within his reach lies a long weapon, sporting a wicked hook. A sickening snap reveals his acitivities. For some reason, the giant Sharkman is dismembering his lesser kin. He turns around and sees you, and you see his eyes. Black, empty eyes, like a doll's. Without making a sound, he rises. His claws clutch his brutish weapon. You can feel the blood leaving your face. As he towers in the room, you see there's something wrong with him. The middle of his chest is dominated by a scorched hole. The way he moves seems off. It is as if he is controlled by a puppeteer.<br> The monster lurches towards you. PREPARE FOR BATTLE! The hulking beast lies unmoving before you. There's no blood leaving the gashes in his skin, you've noticed. Feeling overwhelmed by the sickly smell that permeates the space, the daylight seems to beg you to crawl through the slit in the wall. What do you do? 1. Enter the cave [next dungeon prompt] 2. Study the remains of the Sharkmen [The Adventurers take a closer look at the Sharkmen. Under their tout skin, the bones of the creatures are visible. It appears they have run on hard times.] 3. Drink a potion of Health. [Your Adventurers down a vial of Health. The regenerative qualities of their bodies are accelerated for a brief moment. You sense the relief of pain as their gashes close by themselves. Your close proximity makes a potion of Inspiration unnecessary.] == Draft 2 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Local authorities have already tried to traverse the only way to the inlet, a cave. What stopped them was a Sharkmen infestation, which has manifested in the meantime. A sigh startles you. Paole has been reading over your shoulder. "I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." he notes, smiling. [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "Compassion may be expressed in due time, Young Master." Paole says with his hands raised. "Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale pervades your dress. You haven't seen a single soul on the way. At the harbor, it becomes clear where all the locals have gone. Fishermen and other settlers bustle about. The atmosphere is grim. They try to get down to the beach, but are stopped by a few guards. "What's taking ye so long? A child is missing!" a woman screams as you make your way through the crowd. Jeers descend on you. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the waves. Their soothing sounds mix with angry shouts. The gulls screech along. You pass the line of guards, while Paole maintains a dignified stride. "They are just scared, Young Master. They don't know what they're doing." he says to you, his voice barely audible above the wind. Your gaze remains fixed on the cliff ahead, searching for the cave entrance. Memories of your Master haunt your thoughts. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of people. Their shouting stops. When you come back up, you yell as loud as you can: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) After a while, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons aimed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" Paole yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your mind expanding. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax, and become more responsive. Their senses are keen, their minds calm. Sharkmen start to pour out of the cave. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! == DRAFT 1 == [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) A young Imperial Official comes running towards you. 85aac2ff53a372b1dc8b1e2c66e1784dc723946e 257 256 2023-10-13T22:22:41Z Who's Jellies? 2 wikitext text/x-wiki == Draft 3 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Authorities have already tried to traverse the only way to the boy's location, a cave that pierces the cliff West of town. What stopped them was a Sharkmen infestation, attracted to the site for an unknown reason. [Player selects two Adventurers] On Paole's insistance, you join the party to the beach. The sky is sunless, and a gale pierces your robe. At the harbor, locals are in a frenzy because of the missing child. Tensions rise as you try to pass the line of guards, who hold the settlers back. For a moment, the threat of the mob releasing their fear and anger on you becomes very real. Only one thing seems to withhold them; the glares royally distributed by your Adventurers. Your gaze stays fixed on the cliff ahead, haunted by memories of your Master. If only... With crass strides you cross the beach, which is littered with broken planks. The clutter makes you raise an eyebrow. Before you have time to think about it, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons fixed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" one of the Adventurers yells. Too late. The guard nearest to the entrance drops to the sand. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax. Their musles are ready to explode into action. Sharkmen start to pour out of the cave. Knowing they are outmatched, the Guards flee. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! Your party stands among the remains of the battle. During the skirmish, the wind has died down. All you hear now is the rushing of the waves. The beach is littered with bits and pieces of Sharkmen. Surely, this will lure the gulls back in that fled in blind panic. As you look about, you realise that the Guard, too, was happy to leave you in charge of the situation. You make yourself comfortable, as the Adventurers prepare for the next objective of their mission. What do you do? 1. Enter the cave [next dungeon prompt] 2. Study the remains of the Sharkmen [The Adventurers take a closer look at the Sharkmen. Under their tout skin, the bones of the creatures are visible. It appears they have run on hard times.] 3. Drink a potion of Health. [Your Adventurers down a vial of Health. The regenerative qualities of their bodies are accelerated for a brief moment. You sense the relief of pain as their gashes close by themselves. Your close proximity makes a potion of Inspiration unnecessary.] 4. Leave [Leaving now would ruin my name as a Guild Master... I'd better press on!] The party enters the grotto. The inside smells of stale seawater. It appears the foul creatures have left some of their belongings here. From the farther reaches of the cave, the faint growls of Sharkmen echo toward you. You recognize something else amidst the feral sounds; The clattering of weapons. What do you do? 1. Go deeper into the cave [Next dungeon prompt] 2. Search through the goods [The items contain large bags and razor sharp knives. You are reminded of the tools of a butcher. The Adventurers also find some materials that will sell for a modest price. (+20 Gold)] 3. Head back The party heads deeper into the cave. The flame of their torch dances on the surface of the rock walls, which start to close in on you as the passage gets smaller and smaller. The fire is a welcome contrast to the smell of brine that permeates the setting. Through the nostrils of the Adventurers, you pick up something else..<br> Its source becomes clear, as the cavernous hall opens up. Razor sharp rocks are lined with rows of shellfish.<br> In the distance, the sounds have grown infrequent. Now and then, you pick up the sharp noise of metal hitting metal. The interludes of silence between the clangs grow in duration. What do you do? 1. Go deeper into the cave. [Next dungeon prompt] 2. Inspect the shellfish. (30% chance to lose HP) [The entangled minds of you and the Adventurers recognize the shells. Creatures like these are known to contain pearls. Do you want to try extracting the riches from their housing? Yes (50% chance to lose HP, 50% chance to find 50G)/ No] [If succesful: You clamber down the rocks, valuables in hand.] [If not successful: You sense the frustration of the Adventurers, as their efforts provide fruitless.] 3. Head back. Leaving the shellfish behind, your party continues. There is a turn in the path you've been following. From around the corner, sunlight can be seen. Its brightness is a sharp contrast to the darkness you've accustomed to in the meantime. Sand is covering the floor of the grotto here, and you can see dozens of Sharkman footprints. It seems they've left in a rush. The footprints probably belong to the creatures that you massacred on the beach.<br> The musk of Sharkmen and blood tingles in your nostrils. Your ears pick up a shuffling sound that you can't place.<br> "I think there's trouble ahead," one of the Adventurers mutters. What do you do? 1. Continue (Bossfight) 2. Drink a potion [Potions of Health/ Strength/ Magic/ Agility] 3. Head back After making the necessary preparations, you turn the corner. The sight and smell makes the Adventurers gasp. Dozens of Sharkmen lie about the cavern, illuminated by the sunlight that creeps through a small slit in the rock wall. Their bodies are maimed and broken. But that's nothing compared to what you see in the center of the room. Bent over a corpse, a mountain of muscle has its back to you. A Sharkman, the largest you've ever witnessed. Slowly, he turns around and sees you. You see his eyes. Black, empty eyes, like a doll's. Moving unnaturally stiff, he rises. His claws clutch his brutish weapon. You can feel the blood leaving your face. As he looms over you, the dominating presence of a scorched hole in his chest becomes apparent.<br> In complete silence, the monster lurches toward you. PREPARE FOR BATTLE! The hulking beast lies unmoving before you. There's no blood leaving the gashes in his skin, you've noticed. Feeling overwhelmed by the sickly smell that permeates the space, the daylight seems to beg you to crawl through the slit in the wall. You hear the lapping of waves on the other side. What do you do? 1. Crawl through the slit. [next dungeon prompt] 2. Take a closer look at the slit. [The Adventurers bow down to get a better look at the slit. ] 3. Study the corpses. [Your Adventurers down a vial of Health. The regenerative qualities of their bodies are accelerated for a brief moment. You sense the relief of pain as their gashes close by themselves. Your close proximity makes a potion of Inspiration unnecessary.] == Draft 2 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Local authorities have already tried to traverse the only way to the inlet, a cave. What stopped them was a Sharkmen infestation, which has manifested in the meantime. A sigh startles you. Paole has been reading over your shoulder. "I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." he notes, smiling. [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "Compassion may be expressed in due time, Young Master." Paole says with his hands raised. "Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale pervades your dress. You haven't seen a single soul on the way. At the harbor, it becomes clear where all the locals have gone. Fishermen and other settlers bustle about. The atmosphere is grim. They try to get down to the beach, but are stopped by a few guards. "What's taking ye so long? A child is missing!" a woman screams as you make your way through the crowd. Jeers descend on you. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the waves. Their soothing sounds mix with angry shouts. The gulls screech along. You pass the line of guards, while Paole maintains a dignified stride. "They are just scared, Young Master. They don't know what they're doing." he says to you, his voice barely audible above the wind. Your gaze remains fixed on the cliff ahead, searching for the cave entrance. Memories of your Master haunt your thoughts. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of people. Their shouting stops. When you come back up, you yell as loud as you can: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) After a while, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons aimed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" Paole yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your mind expanding. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax, and become more responsive. Their senses are keen, their minds calm. Sharkmen start to pour out of the cave. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! == DRAFT 1 == [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) A young Imperial Official comes running towards you. 8b8af8ad21fe732d387365ab30124bee17dbff21 258 257 2023-10-14T19:27:06Z Who's Jellies? 2 wikitext text/x-wiki == Draft 3 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Authorities have already tried to traverse the only way to the boy's location, a cave that pierces the cliff West of town. What stopped them was a Sharkmen infestation, attracted to the site for an unknown reason. [Player selects two Adventurers] On Paole's insistance, you join the party to the beach. The sky is sunless, and a gale pierces your robe. At the harbor, locals are in a frenzy because of the missing child. Tensions rise as you try to pass the line of guards, who hold the settlers back. For a moment, the threat of the mob releasing their fear and anger on you becomes very real. Only one thing seems to withhold them; the glares royally distributed by your Adventurers. Your gaze stays fixed on the cliff ahead, haunted by memories of your Master. If only... With crass strides you cross the beach, which is littered with broken planks. The clutter makes you raise an eyebrow. Before you have time to think about it, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons fixed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" one of the Adventurers yells. Too late. The guard nearest to the entrance drops to the sand. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax. Their musles are ready to explode into action. Sharkmen start to pour out of the cave. Knowing they are outmatched, the Guards flee. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! Your party stands among the remains of the battle. During the skirmish, the wind has died down. All you hear now is the rushing of the waves. The beach is littered with bits and pieces of Sharkmen. Surely, this will lure the gulls back in that fled in blind panic. As you look about, you realise that the Guard, too, was happy to leave you in charge of the situation. You make yourself comfortable, as the Adventurers prepare for the next objective of their mission. What do you do? 1. Enter the cave [next dungeon prompt] 2. Study the remains of the Sharkmen [The Adventurers take a closer look at the Sharkmen. Under their tout skin, the bones of the creatures are visible. It appears they have run on hard times.] 3. Drink a potion of Health. [Your Adventurers down a vial of Health. The regenerative qualities of their bodies are accelerated for a brief moment. You sense the relief of pain as their gashes close by themselves. Your close proximity makes a potion of Inspiration unnecessary.] 4. Leave [Leaving now would ruin my name as a Guild Master... I'd better press on!] The party enters the grotto. The inside smells of stale seawater. It appears the foul creatures have left some of their belongings here. From the farther reaches of the cave, the faint growls of Sharkmen echo toward you. You recognize something else amidst the feral sounds; The clattering of weapons. What do you do? 1. Go deeper into the cave [Next dungeon prompt] 2. Search through the goods [The items contain large bags and razor sharp knives. You are reminded of the tools of a butcher. The Adventurers also find some materials that will sell for a modest price. (+20 Gold)] 3. Head back The party heads deeper into the cave. The flame of their torch dances on the surface of the rock walls, which start to close in on you as the passage gets smaller and smaller. The fire is a welcome contrast to the smell of brine that permeates the setting. Through the nostrils of the Adventurers, you pick up something else..<br> Its source becomes clear, as the cavernous hall opens up. Razor sharp rocks are lined with rows of shellfish.<br> In the distance, the sounds have grown infrequent. Now and then, you pick up the sharp noise of metal hitting metal. The interludes of silence between the clangs grow in duration. What do you do? 1. Go deeper into the cave. [Next dungeon prompt] 2. Inspect the shellfish. (30% chance to lose HP) [The entangled minds of you and the Adventurers recognize the shells. Creatures like these are known to contain pearls. Do you want to try extracting the riches from their housing? Yes (50% chance to lose HP, 50% chance to find 50G)/ No] [If succesful: You clamber down the rocks, valuables in hand.] [If not successful: You sense the frustration of the Adventurers, as their efforts provide fruitless.] 3. Head back. Leaving the shellfish behind, your party continues. There is a turn in the path you've been following. From around the corner, sunlight can be seen. Its brightness is a sharp contrast to the darkness you've accustomed to in the meantime. Sand is covering the floor of the grotto here, and you can see dozens of Sharkman footprints. It seems they've left in a rush. The footprints probably belong to the creatures that you massacred on the beach.<br> The musk of Sharkmen and blood tingles in your nostrils. Your ears pick up a shuffling sound that you can't place.<br> "I think there's trouble ahead," one of the Adventurers mutters. What do you do? 1. Continue (Bossfight) 2. Drink a potion [Potions of Health/ Strength/ Magic/ Agility] 3. Head back After making the necessary preparations, you turn the corner. The sight and smell makes the Adventurers flinch. Dozens of Sharkmen lie about the cavern, illuminated by the sunlight that creeps through a small slit in the rock wall. Their bodies are maimed and broken. But it's nothing compared to what you see in the center of the room. Bent over a corpse, a mountain of muscle has its back to you. A Sharkman, the largest you've ever witnessed. An Adventurer gasps. Stiffly, he turns around and sees you. You see his eyes. Black, empty eyes, like a doll's. He rises, unbalanced. Now, his claws sweep up the brutish weapon by his side. You can feel the blood leaving your face. As he looms over you, the dominating presence of a rotting hole in his chest becomes apparent.<br> In complete silence, the monster lurches toward you. PREPARE FOR BATTLE! The hulking beast lies unmoving before you. Feeling overwhelmed by the sickly smell that permeates the space, the daylight seems to beg you to crawl through the slit in the wall. You hear the lapping of waves on the other side. What do you do? 1. Crawl through the slit. [next dungeon prompt] 2. Take a closer look at the slit. [The Adventurers bow down to get a better look at the slit. It appears to be large enough for a human to crawl through. You can see weapon marks on the rocks, and the sand underneath is churned up.] 3. Study the corpses. [The Sharkmen here have the same emaciated look as the ones outside. Judging by their broken bodies, there is no doubt they were killed by the giant you just felled. "Strange," you think to yourself, "it looks like the giant was heaping the others up." The Adventurers find some items that will fetch a small price. (+10G)] 4. Examine the giant Sharkman. [It appears something smashed into the chest of this creature, rotting it from within. There's no blood leaving the gashes in his skin. He exhibits more wounds than the ones you applied to him.] With a little effort, the Adventurers manage to get to the other side of the slit. Once back on their feet, it takes a moment for their eyes to adjust to the bright light. Once they do, the Adventurers are met with a ghastly sight. A slab of stone stands in the middle of the alcove. It is completely soaked with blood. It has run down the beach, and through the narrow openings between the rocks, into the sea. It's mostly dried up now, caked to the sand.<br> An Adventurer sighs, "Looks like the little boy is no more. Let's head back." == Draft 2 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Local authorities have already tried to traverse the only way to the inlet, a cave. What stopped them was a Sharkmen infestation, which has manifested in the meantime. A sigh startles you. Paole has been reading over your shoulder. "I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." he notes, smiling. [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "Compassion may be expressed in due time, Young Master." Paole says with his hands raised. "Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale pervades your dress. You haven't seen a single soul on the way. At the harbor, it becomes clear where all the locals have gone. Fishermen and other settlers bustle about. The atmosphere is grim. They try to get down to the beach, but are stopped by a few guards. "What's taking ye so long? A child is missing!" a woman screams as you make your way through the crowd. Jeers descend on you. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the waves. Their soothing sounds mix with angry shouts. The gulls screech along. You pass the line of guards, while Paole maintains a dignified stride. "They are just scared, Young Master. They don't know what they're doing." he says to you, his voice barely audible above the wind. Your gaze remains fixed on the cliff ahead, searching for the cave entrance. Memories of your Master haunt your thoughts. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of people. Their shouting stops. When you come back up, you yell as loud as you can: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) After a while, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons aimed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" Paole yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your mind expanding. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax, and become more responsive. Their senses are keen, their minds calm. Sharkmen start to pour out of the cave. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! == DRAFT 1 == [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) A young Imperial Official comes running towards you. 7674ede63bf606bcca42f3d2bf5b4ee69f18e70f 259 258 2023-10-14T19:27:38Z Who's Jellies? 2 wikitext text/x-wiki == Draft 3 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Authorities have already tried to traverse the only way to the boy's location, a cave that pierces the cliff West of town. What stopped them was a Sharkmen infestation, attracted to the site for an unknown reason. [Player selects two Adventurers] On Paole's insistance, you join the party to the beach. The sky is sunless, and a gale pierces your robe. At the harbor, locals are in a frenzy because of the missing child. Tensions rise as you try to pass the line of guards, who hold the settlers back. For a moment, the threat of the mob releasing their fear and anger on you becomes very real. Only one thing seems to withhold them; the glares royally distributed by your Adventurers. Your gaze stays fixed on the cliff ahead, haunted by memories of your Master. If only... With crass strides you cross the beach, which is littered with broken planks. The clutter makes you raise an eyebrow. Before you have time to think about it, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons fixed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" one of the Adventurers yells. Too late. The guard nearest to the entrance drops to the sand. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax. Their musles are ready to explode into action. Sharkmen start to pour out of the cave. Knowing they are outmatched, the Guards flee. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! Your party stands among the remains of the battle. During the skirmish, the wind has died down. All you hear now is the rushing of the waves. The beach is littered with bits and pieces of Sharkmen. Surely, this will lure the gulls back in that fled in blind panic. As you look about, you realise that the Guard, too, was happy to leave you in charge of the situation. You make yourself comfortable, as the Adventurers prepare for the next objective of their mission. What do you do? 1. Enter the cave [next dungeon prompt] 2. Study the remains of the Sharkmen [The Adventurers take a closer look at the Sharkmen. Under their tout skin, the bones of the creatures are visible. It appears they have run on hard times.] 3. Drink a potion of Health. [Your Adventurers down a vial of Health. The regenerative qualities of their bodies are accelerated for a brief moment. You sense the relief of pain as their gashes close by themselves. Your close proximity makes a potion of Inspiration unnecessary.] 4. Leave [Leaving now would ruin my name as a Guild Master... I'd better press on!] The party enters the grotto. The inside smells of stale seawater. It appears the foul creatures have left some of their belongings here. From the farther reaches of the cave, the faint growls of Sharkmen echo toward you. You recognize something else amidst the feral sounds; The clattering of weapons. What do you do? 1. Go deeper into the cave [Next dungeon prompt] 2. Search through the goods [The items contain large bags and razor sharp knives. You are reminded of the tools of a butcher. The Adventurers also find some materials that will sell for a modest price. (+20 Gold)] 3. Head back The party heads deeper into the cave. The flame of their torch dances on the surface of the rock walls, which start to close in on you as the passage gets smaller and smaller. The fire is a welcome contrast to the smell of brine that permeates the setting. Through the nostrils of the Adventurers, you pick up something else..<br> Its source becomes clear, as the cavernous hall opens up. Razor sharp rocks are lined with rows of shellfish.<br> In the distance, the sounds have grown infrequent. Now and then, you pick up the sharp noise of metal hitting metal. The interludes of silence between the clangs grow in duration. What do you do? 1. Go deeper into the cave. [Next dungeon prompt] 2. Inspect the shellfish. (30% chance to lose HP) [The entangled minds of you and the Adventurers recognize the shells. Creatures like these are known to contain pearls. Do you want to try extracting the riches from their housing? Yes (50% chance to lose HP, 50% chance to find 50G)/ No] [If succesful: You clamber down the rocks, valuables in hand.] [If not successful: You sense the frustration of the Adventurers, as their efforts provide fruitless.] 3. Head back. Leaving the shellfish behind, your party continues. There is a turn in the path you've been following. From around the corner, sunlight can be seen. Its brightness is a sharp contrast to the darkness you've accustomed to in the meantime. Sand is covering the floor of the grotto here, and you can see dozens of Sharkman footprints. It seems they've left in a rush. The footprints probably belong to the creatures that you massacred on the beach.<br> The musk of Sharkmen and blood tingles in your nostrils. Your ears pick up a shuffling sound that you can't place.<br> "I think there's trouble ahead," one of the Adventurers mutters. What do you do? 1. Continue (Bossfight) 2. Drink a potion [Potions of Health/ Strength/ Magic/ Agility] 3. Head back After making the necessary preparations, you turn the corner. The sight and smell makes the Adventurers flinch. Dozens of Sharkmen lie about the cavern, illuminated by the sunlight that creeps through a small slit in the rock wall. Their bodies are maimed and broken. But it's nothing compared to what you see in the center of the room. Bent over a corpse, a mountain of muscle has its back to you. A Sharkman, the largest you've ever witnessed. An Adventurer gasps. Stiffly, he turns around and sees you. You see his eyes. Black, empty eyes, like a doll's. He rises, unbalanced. Now, his claws sweep up the brutish weapon by his side. You can feel the blood leaving your face. As he looms over you, the dominating presence of a rotting hole in his chest becomes apparent.<br> In complete silence, the monster lurches toward you. PREPARE FOR BATTLE! The hulking beast lies unmoving before you. Feeling overwhelmed by the sickly smell that permeates the space, the daylight seems to beg you to crawl through the slit in the wall. You hear the lapping of waves on the other side. What do you do? 1. Crawl through the slit. [next dungeon prompt] 2. Take a closer look at the slit. [The Adventurers bow down to get a better look at the slit. It appears to be large enough for a human to crawl through. You can see weapon marks on the rocks, and the sand underneath is churned up.] 3. Study the corpses. [The Sharkmen here have the same emaciated look as the ones outside. Judging by their broken bodies, there is no doubt they were killed by the giant you just felled. "Strange," you think to yourself, "it looks like the giant was heaping the others up." The Adventurers find some items that will fetch a small price. (+10G)] 4. Examine the giant Sharkman. [It appears something smashed into the chest of this creature, rotting it from within. There's no blood leaving the gashes in his skin. He exhibits more wounds than the ones you applied to him.] With a little effort, the Adventurers manage to get to the other side of the slit. Once back on their feet, it takes a moment for their eyes to adjust to the bright light. Once they do, the Adventurers are met with a ghastly sight. A slab of stone stands in the middle of the alcove. It is completely soaked with blood. It has run down the beach, and through the narrow openings between the rocks, into the sea. It's mostly dried up now, caked to the sand.<br> An Adventurer sighs, "Looks like the kid is no more. Let's head back." == Draft 2 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Local authorities have already tried to traverse the only way to the inlet, a cave. What stopped them was a Sharkmen infestation, which has manifested in the meantime. A sigh startles you. Paole has been reading over your shoulder. "I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." he notes, smiling. [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "Compassion may be expressed in due time, Young Master." Paole says with his hands raised. "Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale pervades your dress. You haven't seen a single soul on the way. At the harbor, it becomes clear where all the locals have gone. Fishermen and other settlers bustle about. The atmosphere is grim. They try to get down to the beach, but are stopped by a few guards. "What's taking ye so long? A child is missing!" a woman screams as you make your way through the crowd. Jeers descend on you. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the waves. Their soothing sounds mix with angry shouts. The gulls screech along. You pass the line of guards, while Paole maintains a dignified stride. "They are just scared, Young Master. They don't know what they're doing." he says to you, his voice barely audible above the wind. Your gaze remains fixed on the cliff ahead, searching for the cave entrance. Memories of your Master haunt your thoughts. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of people. Their shouting stops. When you come back up, you yell as loud as you can: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) After a while, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons aimed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" Paole yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your mind expanding. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax, and become more responsive. Their senses are keen, their minds calm. Sharkmen start to pour out of the cave. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! == DRAFT 1 == [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) A young Imperial Official comes running towards you. 713c480b89097e5698aac74a4bea3bb1aed7dd76 260 259 2023-10-16T12:01:13Z Who's Jellies? 2 wikitext text/x-wiki == Draft 4 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Authorities have already tried to traverse the only way to the boy's location, a cave that pierces the cliff West of town. What stopped them was a Sharkmen infestation, attracted to the site for an unknown reason. [Player selects two Adventurers] The party heads out. Through the skin of the Adventurers, you feel a cold wind jabbing at you. At the harbor, locals are in a frenzy because of the missing child. Tensions rise as the party tries to pass the line of guards, who hold the settlers back. For a moment, the threat of the mob releasing their fear and anger on you becomes very real. Only one thing seems to withhold them; the glares royally distributed by your Adventurers. With crass strides the Adventurers cross the beach, which is littered with broken planks. The clutter makes you raise an eyebrow. Before you have time to think about it, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons fixed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" one of the Adventurers yells. Too late. The guard nearest to the entrance drops to the sand. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> Sharkmen start to pour out of the cave. Knowing they are outmatched, the Guards flee. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! Your party stands among the remains of the battle. During the skirmish, the wind has died down. All you hear now is the rushing of the waves. The beach is littered with bits and pieces of Sharkmen. Surely, this will lure back the gulls that fled in blind panic. As you look about, you realise that the Guard too, was happy to leave you in charge of the situation. What do you do? 1. Enter the cave [next dungeon prompt] 2. Study the remains of the Sharkmen [The Adventurers take a closer look at the Sharkmen. Under their tout skin, the bones of the creatures are visible. It appears they have run on hard times.] 3. Drink a potion of Health. [Your Adventurers down a vial of Health. The regenerative qualities of their bodies are accelerated for a brief moment. You sense the relief of pain as their gashes close by themselves. Your close proximity makes a potion of Inspiration unnecessary.] 4. Leave [Leaving now would ruin my name as a Guild Master... I'd better press on!] The party enters the grotto. The inside smells of stale seawater. It appears the foul creatures have left some of their belongings here. From the farther reaches of the cave, the faint growls of Sharkmen echo toward you. You recognize something else amidst the feral sounds; The clattering of weapons. What do you do? 1. Go deeper into the cave [Next dungeon prompt] 2. Search through the goods [The items contain large bags and razor sharp knives. You are reminded of the tools of a butcher. The Adventurers also find some materials that will sell for a modest price. (+20 Gold)] 3. Head back The party heads deeper into the cave. The flame of their torch dances on the surface of the rock walls, which start to close in on you as the passage gets smaller and smaller. The fire is a welcome contrast to the smell of brine that permeates the setting. Through the nostrils of the Adventurers, you pick up something else..<br> Its source becomes clear, as the cavernous hall opens up. Razor sharp rocks are lined with rows of shellfish.<br> In the distance, the sounds have grown infrequent. Now and then, you pick up the sharp noise of metal hitting metal. The interludes of silence between the clangs grow in duration. What do you do? 1. Go deeper into the cave. [Next dungeon prompt] 2. Inspect the shellfish. (30% chance to lose HP) [The entangled minds of you and the Adventurers recognize the shells. Creatures like these are known to contain pearls. Do you want to try extracting the riches from their housing? Yes (50% chance to lose HP, 50% chance to find 50G)/ No] [If succesful: You clamber down the rocks, valuables in hand.] [If not successful: You sense the frustration of the Adventurers, as their efforts provide fruitless.] 3. Head back. Leaving the shellfish behind, the party continues. There is a turn in the path you've been following. From around the corner, sunlight can be seen. Its brightness is a sharp contrast to the darkness you've accustomed to in the meantime. Sand is covering the floor of the grotto here, and you can see dozens of Sharkman footprints. It seems they've left in a rush. The footprints probably belong to the creatures that you massacred on the beach.<br> The musk of Sharkmen and blood tingles in your nostrils. Your ears pick up a shuffling sound that you can't place.<br> "I think there's trouble ahead," one of the Adventurers mutters. What do you do? 1. Continue (Bossfight) 2. Drink a potion [Potions of Health/ Strength/ Magic/ Agility] 3. Head back After making the necessary preparations, you turn the corner. The sight and smell makes the Adventurers flinch. Dozens of Sharkmen lie about the cavern, illuminated by the sunlight that creeps through a small slit in the rock wall. Their bodies are maimed and broken. But it's nothing compared to what you see in the center of the room. Bent over a corpse, a mountain of muscle has its back to you. A Sharkman, the largest you've ever witnessed. An Adventurer gasps. Stiffly, he turns around and sees you. You see his eyes. Black, empty eyes, like a doll's. He rises, unbalanced. Now, his claws sweep up the brutish weapon by his side. You can feel the blood leaving your face. As he looms over you, the dominating presence of a rotting hole in his chest becomes apparent.<br> In complete silence, the monster lurches toward you. PREPARE FOR BATTLE! The hulking beast lies unmoving before you. Feeling overwhelmed by the sickly smell that permeates the space, the daylight seems to beg you to crawl through the slit in the wall. You hear the lapping of waves on the other side. What do you do? 1. Crawl through the slit. [next dungeon prompt] 2. Take a closer look at the slit. [The Adventurers bow down to get a better look at the slit. It appears to be large enough for a human to crawl through. You can see weapon marks on the rocks, and the sand underneath is churned up.] 3. Study the corpses. [The Sharkmen here have the same emaciated look as the ones outside. Judging by their broken bodies, there is no doubt they were killed by the giant you just felled. "Strange," you think to yourself, "it looks like the giant was heaping the others up." The Adventurers find some items that will fetch a small price. (+10G)] 4. Examine the giant Sharkman. [It appears something smashed into the chest of this creature, rotting it from within. There's no blood leaving the gashes in his skin. He exhibits more wounds than the ones you applied to him.] With a little effort, the Adventurers manage to get to the other side of the slit. Once back on their feet, it takes a moment for their eyes to adjust to the bright light. Once they do, the Adventurers are met with a ghastly scene. A slab of stone stands in the middle of the alcove. It is completely soaked with blood. It has run down the beach, and through the narrow openings between the rocks, into the sea. It's mostly dried up now, caked to the sand.<br> An Adventurer sighs, "Looks like the kid is no more. Let's head back." == Draft 3 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Authorities have already tried to traverse the only way to the boy's location, a cave that pierces the cliff West of town. What stopped them was a Sharkmen infestation, attracted to the site for an unknown reason. [Player selects two Adventurers] On Paole's insistance, you join the party to the beach. The sky is sunless, and a gale pierces your robe. At the harbor, locals are in a frenzy because of the missing child. Tensions rise as you try to pass the line of guards, who hold the settlers back. For a moment, the threat of the mob releasing their fear and anger on you becomes very real. Only one thing seems to withhold them; the glares royally distributed by your Adventurers. Your gaze stays fixed on the cliff ahead, haunted by memories of your Master. If only... With crass strides you cross the beach, which is littered with broken planks. The clutter makes you raise an eyebrow. Before you have time to think about it, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons fixed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" one of the Adventurers yells. Too late. The guard nearest to the entrance drops to the sand. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax. Their musles are ready to explode into action. Sharkmen start to pour out of the cave. Knowing they are outmatched, the Guards flee. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! Your party stands among the remains of the battle. During the skirmish, the wind has died down. All you hear now is the rushing of the waves. The beach is littered with bits and pieces of Sharkmen. Surely, this will lure the gulls back in that fled in blind panic. As you look about, you realise that the Guard, too, was happy to leave you in charge of the situation. You make yourself comfortable, as the Adventurers prepare for the next objective of their mission. What do you do? 1. Enter the cave [next dungeon prompt] 2. Study the remains of the Sharkmen [The Adventurers take a closer look at the Sharkmen. Under their tout skin, the bones of the creatures are visible. It appears they have run on hard times.] 3. Drink a potion of Health. [Your Adventurers down a vial of Health. The regenerative qualities of their bodies are accelerated for a brief moment. You sense the relief of pain as their gashes close by themselves. Your close proximity makes a potion of Inspiration unnecessary.] 4. Leave [Leaving now would ruin my name as a Guild Master... I'd better press on!] The party enters the grotto. The inside smells of stale seawater. It appears the foul creatures have left some of their belongings here. From the farther reaches of the cave, the faint growls of Sharkmen echo toward you. You recognize something else amidst the feral sounds; The clattering of weapons. What do you do? 1. Go deeper into the cave [Next dungeon prompt] 2. Search through the goods [The items contain large bags and razor sharp knives. You are reminded of the tools of a butcher. The Adventurers also find some materials that will sell for a modest price. (+20 Gold)] 3. Head back The party heads deeper into the cave. The flame of their torch dances on the surface of the rock walls, which start to close in on you as the passage gets smaller and smaller. The fire is a welcome contrast to the smell of brine that permeates the setting. Through the nostrils of the Adventurers, you pick up something else..<br> Its source becomes clear, as the cavernous hall opens up. Razor sharp rocks are lined with rows of shellfish.<br> In the distance, the sounds have grown infrequent. Now and then, you pick up the sharp noise of metal hitting metal. The interludes of silence between the clangs grow in duration. What do you do? 1. Go deeper into the cave. [Next dungeon prompt] 2. Inspect the shellfish. (30% chance to lose HP) [The entangled minds of you and the Adventurers recognize the shells. Creatures like these are known to contain pearls. Do you want to try extracting the riches from their housing? Yes (50% chance to lose HP, 50% chance to find 50G)/ No] [If succesful: You clamber down the rocks, valuables in hand.] [If not successful: You sense the frustration of the Adventurers, as their efforts provide fruitless.] 3. Head back. Leaving the shellfish behind, your party continues. There is a turn in the path you've been following. From around the corner, sunlight can be seen. Its brightness is a sharp contrast to the darkness you've accustomed to in the meantime. Sand is covering the floor of the grotto here, and you can see dozens of Sharkman footprints. It seems they've left in a rush. The footprints probably belong to the creatures that you massacred on the beach.<br> The musk of Sharkmen and blood tingles in your nostrils. Your ears pick up a shuffling sound that you can't place.<br> "I think there's trouble ahead," one of the Adventurers mutters. What do you do? 1. Continue (Bossfight) 2. Drink a potion [Potions of Health/ Strength/ Magic/ Agility] 3. Head back After making the necessary preparations, you turn the corner. The sight and smell makes the Adventurers flinch. Dozens of Sharkmen lie about the cavern, illuminated by the sunlight that creeps through a small slit in the rock wall. Their bodies are maimed and broken. But it's nothing compared to what you see in the center of the room. Bent over a corpse, a mountain of muscle has its back to you. A Sharkman, the largest you've ever witnessed. An Adventurer gasps. Stiffly, he turns around and sees you. You see his eyes. Black, empty eyes, like a doll's. He rises, unbalanced. Now, his claws sweep up the brutish weapon by his side. You can feel the blood leaving your face. As he looms over you, the dominating presence of a rotting hole in his chest becomes apparent.<br> In complete silence, the monster lurches toward you. PREPARE FOR BATTLE! The hulking beast lies unmoving before you. Feeling overwhelmed by the sickly smell that permeates the space, the daylight seems to beg you to crawl through the slit in the wall. You hear the lapping of waves on the other side. What do you do? 1. Crawl through the slit. [next dungeon prompt] 2. Take a closer look at the slit. [The Adventurers bow down to get a better look at the slit. It appears to be large enough for a human to crawl through. You can see weapon marks on the rocks, and the sand underneath is churned up.] 3. Study the corpses. [The Sharkmen here have the same emaciated look as the ones outside. Judging by their broken bodies, there is no doubt they were killed by the giant you just felled. "Strange," you think to yourself, "it looks like the giant was heaping the others up." The Adventurers find some items that will fetch a small price. (+10G)] 4. Examine the giant Sharkman. [It appears something smashed into the chest of this creature, rotting it from within. There's no blood leaving the gashes in his skin. He exhibits more wounds than the ones you applied to him.] With a little effort, the Adventurers manage to get to the other side of the slit. Once back on their feet, it takes a moment for their eyes to adjust to the bright light. Once they do, the Adventurers are met with a ghastly sight. A slab of stone stands in the middle of the alcove. It is completely soaked with blood. It has run down the beach, and through the narrow openings between the rocks, into the sea. It's mostly dried up now, caked to the sand.<br> An Adventurer sighs, "Looks like the kid is no more. Let's head back." == Draft 2 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Local authorities have already tried to traverse the only way to the inlet, a cave. What stopped them was a Sharkmen infestation, which has manifested in the meantime. A sigh startles you. Paole has been reading over your shoulder. "I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." he notes, smiling. [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "Compassion may be expressed in due time, Young Master." Paole says with his hands raised. "Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale pervades your dress. You haven't seen a single soul on the way. At the harbor, it becomes clear where all the locals have gone. Fishermen and other settlers bustle about. The atmosphere is grim. They try to get down to the beach, but are stopped by a few guards. "What's taking ye so long? A child is missing!" a woman screams as you make your way through the crowd. Jeers descend on you. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the waves. Their soothing sounds mix with angry shouts. The gulls screech along. You pass the line of guards, while Paole maintains a dignified stride. "They are just scared, Young Master. They don't know what they're doing." he says to you, his voice barely audible above the wind. Your gaze remains fixed on the cliff ahead, searching for the cave entrance. Memories of your Master haunt your thoughts. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of people. Their shouting stops. When you come back up, you yell as loud as you can: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) After a while, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons aimed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" Paole yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your mind expanding. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax, and become more responsive. Their senses are keen, their minds calm. Sharkmen start to pour out of the cave. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! == DRAFT 1 == [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) A young Imperial Official comes running towards you. fb0733d68a8c6ed601dbd0c0361564fa3487fae4 268 260 2023-10-26T11:52:10Z Who's Jellies? 2 wikitext text/x-wiki == Draft 4 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Authorities have already tried to traverse the only way to the boy's location, a cave that pierces the cliff West of town. What stopped them was a Sharkmen infestation, attracted to the site for an unknown reason. [Player selects two Adventurers] [The party heads out. Through the skin of the Adventurers, you feel a cold wind jabbing at you. At the harbor, locals are in a frenzy because of the missing child. Tensions rise as the party tries to pass the line of guards, who hold the settlers back. For a moment, the threat of the mob releasing their fear and anger on you becomes very real. Only one thing seems to withhold them; the glares royally distributed by your Adventurers.] <Optional? With crass strides the Adventurers cross the beach, which is littered with broken planks. The clutter makes you raise an eyebrow. Before you have time to think about it, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons fixed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" one of the Adventurers yells. Too late. The guard nearest to the entrance drops to the sand. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> Sharkmen start to pour out of the cave. Knowing they are outmatched, the Guards flee. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! Your party stands among the remains of the battle. During the skirmish, the wind has died down. All you hear now is the rushing of the waves. The beach is littered with bits and pieces of Sharkmen. Surely, this will lure back the gulls that fled in blind panic. As you look about, you realise that the Guard too, was happy to leave you in charge of the situation. What do you do? 1. Enter the cave [next dungeon prompt] 2. Study the remains of the Sharkmen [The Adventurers take a closer look at the Sharkmen. Under their tout skin, the bones of the creatures are visible. It appears they have run on hard times.] 3. Drink a potion of Health. [Your Adventurers down a vial of Health. The regenerative qualities of their bodies are accelerated for a brief moment. You sense the relief of pain as their gashes close by themselves. Your close proximity makes a potion of Inspiration unnecessary.] 4. Leave [Leaving now would ruin my name as a Guild Master... I'd better press on!] The party enters the grotto. The inside smells of stale seawater. It appears the foul creatures have left some of their belongings here. From the farther reaches of the cave, the faint growls of Sharkmen echo toward you. You recognize something else amidst the feral sounds; The clattering of weapons. What do you do? 1. Go deeper into the cave [Next dungeon prompt] 2. Search through the goods [The items contain large bags and razor sharp knives. You are reminded of the tools of a butcher. The Adventurers also find some materials that will sell for a modest price. (+20 Gold)] 3. Head back The party heads deeper into the cave. The flame of their torch dances on the surface of the rock walls, which start to close in on you as the passage gets smaller and smaller. The fire is a welcome contrast to the smell of brine that permeates the setting. Through the nostrils of the Adventurers, you pick up something else..<br> Its source becomes clear, as the cavernous hall opens up. Razor sharp rocks are lined with rows of shellfish.<br> In the distance, the sounds have grown infrequent. Now and then, you pick up the sharp noise of metal hitting metal. The interludes of silence between the clangs grow in duration. What do you do? 1. Go deeper into the cave. [Next dungeon prompt] 2. Inspect the shellfish. (30% chance to lose HP) [The entangled minds of you and the Adventurers recognize the shells. Creatures like these are known to contain pearls. Do you want to try extracting the riches from their housing? Yes (50% chance to lose HP, 50% chance to find 50G)/ No] [If succesful: You clamber down the rocks, valuables in hand.] [If not successful: You sense the frustration of the Adventurers, as their efforts provide fruitless.] 3. Head back. Leaving the shellfish behind, the party continues. There is a turn in the path you've been following. From around the corner, sunlight can be seen. Its brightness is a sharp contrast to the darkness you've accustomed to in the meantime. Sand is covering the floor of the grotto here, and you can see dozens of Sharkman footprints. It seems they've left in a rush. The footprints probably belong to the creatures that you massacred on the beach.<br> The musk of Sharkmen and blood tingles in your nostrils. Your ears pick up a shuffling sound that you can't place.<br> "I think there's trouble ahead," one of the Adventurers mutters. What do you do? 1. Continue (Bossfight) 2. Drink a potion [Potions of Health/ Strength/ Magic/ Agility] 3. Head back After making the necessary preparations, you turn the corner. The sight and smell makes the Adventurers flinch. Dozens of Sharkmen lie about the cavern, illuminated by the sunlight that creeps through a small slit in the rock wall. Their bodies are maimed and broken. But it's nothing compared to what you see in the center of the room. Bent over a corpse, a mountain of muscle has its back to you. A Sharkman, the largest you've ever witnessed. An Adventurer gasps. Stiffly, he turns around and sees you. You see his eyes. Black, empty eyes, like a doll's. He rises, unbalanced. Now, his claws sweep up the brutish weapon by his side. You can feel the blood leaving your face. As he looms over you, the dominating presence of a rotting hole in his chest becomes apparent.<br> In complete silence, the monster lurches toward you. PREPARE FOR BATTLE! The hulking beast lies unmoving before you. Feeling overwhelmed by the sickly smell that permeates the space, the daylight seems to beg you to crawl through the slit in the wall. You hear the lapping of waves on the other side. What do you do? 1. Crawl through the slit. [next dungeon prompt] 2. Take a closer look at the slit. [The Adventurers bow down to get a better look at the slit. It appears to be large enough for a human to crawl through. You can see weapon marks on the rocks, and the sand underneath is churned up.] 3. Study the corpses. [The Sharkmen here have the same emaciated look as the ones outside. Judging by their broken bodies, there is no doubt they were killed by the giant you just felled. "Strange," you think to yourself, "it looks like the giant was heaping the others up." The Adventurers find some items that will fetch a small price. (+10G)] 4. Examine the giant Sharkman. [It appears something smashed into the chest of this creature, rotting it from within. There's no blood leaving the gashes in his skin. He exhibits more wounds than the ones you applied to him.] With a little effort, the Adventurers manage to get to the other side of the slit. Once back on their feet, it takes a moment for their eyes to adjust to the bright light. Once they do, the Adventurers are met with a ghastly scene. A slab of stone stands in the middle of the alcove. It is completely soaked with blood. It has run down the beach, and through the narrow openings between the rocks, into the sea. It's mostly dried up now, caked to the sand.<br> An Adventurer sighs, "Looks like the kid is no more. Let's head back." == Draft 3 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Authorities have already tried to traverse the only way to the boy's location, a cave that pierces the cliff West of town. What stopped them was a Sharkmen infestation, attracted to the site for an unknown reason. [Player selects two Adventurers] On Paole's insistance, you join the party to the beach. The sky is sunless, and a gale pierces your robe. At the harbor, locals are in a frenzy because of the missing child. Tensions rise as you try to pass the line of guards, who hold the settlers back. For a moment, the threat of the mob releasing their fear and anger on you becomes very real. Only one thing seems to withhold them; the glares royally distributed by your Adventurers. Your gaze stays fixed on the cliff ahead, haunted by memories of your Master. If only... With crass strides you cross the beach, which is littered with broken planks. The clutter makes you raise an eyebrow. Before you have time to think about it, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons fixed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" one of the Adventurers yells. Too late. The guard nearest to the entrance drops to the sand. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax. Their musles are ready to explode into action. Sharkmen start to pour out of the cave. Knowing they are outmatched, the Guards flee. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! Your party stands among the remains of the battle. During the skirmish, the wind has died down. All you hear now is the rushing of the waves. The beach is littered with bits and pieces of Sharkmen. Surely, this will lure the gulls back in that fled in blind panic. As you look about, you realise that the Guard, too, was happy to leave you in charge of the situation. You make yourself comfortable, as the Adventurers prepare for the next objective of their mission. What do you do? 1. Enter the cave [next dungeon prompt] 2. Study the remains of the Sharkmen [The Adventurers take a closer look at the Sharkmen. Under their tout skin, the bones of the creatures are visible. It appears they have run on hard times.] 3. Drink a potion of Health. [Your Adventurers down a vial of Health. The regenerative qualities of their bodies are accelerated for a brief moment. You sense the relief of pain as their gashes close by themselves. Your close proximity makes a potion of Inspiration unnecessary.] 4. Leave [Leaving now would ruin my name as a Guild Master... I'd better press on!] The party enters the grotto. The inside smells of stale seawater. It appears the foul creatures have left some of their belongings here. From the farther reaches of the cave, the faint growls of Sharkmen echo toward you. You recognize something else amidst the feral sounds; The clattering of weapons. What do you do? 1. Go deeper into the cave [Next dungeon prompt] 2. Search through the goods [The items contain large bags and razor sharp knives. You are reminded of the tools of a butcher. The Adventurers also find some materials that will sell for a modest price. (+20 Gold)] 3. Head back The party heads deeper into the cave. The flame of their torch dances on the surface of the rock walls, which start to close in on you as the passage gets smaller and smaller. The fire is a welcome contrast to the smell of brine that permeates the setting. Through the nostrils of the Adventurers, you pick up something else..<br> Its source becomes clear, as the cavernous hall opens up. Razor sharp rocks are lined with rows of shellfish.<br> In the distance, the sounds have grown infrequent. Now and then, you pick up the sharp noise of metal hitting metal. The interludes of silence between the clangs grow in duration. What do you do? 1. Go deeper into the cave. [Next dungeon prompt] 2. Inspect the shellfish. (30% chance to lose HP) [The entangled minds of you and the Adventurers recognize the shells. Creatures like these are known to contain pearls. Do you want to try extracting the riches from their housing? Yes (50% chance to lose HP, 50% chance to find 50G)/ No] [If succesful: You clamber down the rocks, valuables in hand.] [If not successful: You sense the frustration of the Adventurers, as their efforts provide fruitless.] 3. Head back. Leaving the shellfish behind, your party continues. There is a turn in the path you've been following. From around the corner, sunlight can be seen. Its brightness is a sharp contrast to the darkness you've accustomed to in the meantime. Sand is covering the floor of the grotto here, and you can see dozens of Sharkman footprints. It seems they've left in a rush. The footprints probably belong to the creatures that you massacred on the beach.<br> The musk of Sharkmen and blood tingles in your nostrils. Your ears pick up a shuffling sound that you can't place.<br> "I think there's trouble ahead," one of the Adventurers mutters. What do you do? 1. Continue (Bossfight) 2. Drink a potion [Potions of Health/ Strength/ Magic/ Agility] 3. Head back After making the necessary preparations, you turn the corner. The sight and smell makes the Adventurers flinch. Dozens of Sharkmen lie about the cavern, illuminated by the sunlight that creeps through a small slit in the rock wall. Their bodies are maimed and broken. But it's nothing compared to what you see in the center of the room. Bent over a corpse, a mountain of muscle has its back to you. A Sharkman, the largest you've ever witnessed. An Adventurer gasps. Stiffly, he turns around and sees you. You see his eyes. Black, empty eyes, like a doll's. He rises, unbalanced. Now, his claws sweep up the brutish weapon by his side. You can feel the blood leaving your face. As he looms over you, the dominating presence of a rotting hole in his chest becomes apparent.<br> In complete silence, the monster lurches toward you. PREPARE FOR BATTLE! The hulking beast lies unmoving before you. Feeling overwhelmed by the sickly smell that permeates the space, the daylight seems to beg you to crawl through the slit in the wall. You hear the lapping of waves on the other side. What do you do? 1. Crawl through the slit. [next dungeon prompt] 2. Take a closer look at the slit. [The Adventurers bow down to get a better look at the slit. It appears to be large enough for a human to crawl through. You can see weapon marks on the rocks, and the sand underneath is churned up.] 3. Study the corpses. [The Sharkmen here have the same emaciated look as the ones outside. Judging by their broken bodies, there is no doubt they were killed by the giant you just felled. "Strange," you think to yourself, "it looks like the giant was heaping the others up." The Adventurers find some items that will fetch a small price. (+10G)] 4. Examine the giant Sharkman. [It appears something smashed into the chest of this creature, rotting it from within. There's no blood leaving the gashes in his skin. He exhibits more wounds than the ones you applied to him.] With a little effort, the Adventurers manage to get to the other side of the slit. Once back on their feet, it takes a moment for their eyes to adjust to the bright light. Once they do, the Adventurers are met with a ghastly sight. A slab of stone stands in the middle of the alcove. It is completely soaked with blood. It has run down the beach, and through the narrow openings between the rocks, into the sea. It's mostly dried up now, caked to the sand.<br> An Adventurer sighs, "Looks like the kid is no more. Let's head back." == Draft 2 == The commission tells you two young siblings have found a foreign woman on a secluded beach. While the girl went for help, the boy stayed behind to watch over the stranger. Local authorities have already tried to traverse the only way to the inlet, a cave. What stopped them was a Sharkmen infestation, which has manifested in the meantime. A sigh startles you. Paole has been reading over your shoulder. "I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your person." he notes, smiling. [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "Compassion may be expressed in due time, Young Master." Paole says with his hands raised. "Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale pervades your dress. You haven't seen a single soul on the way. At the harbor, it becomes clear where all the locals have gone. Fishermen and other settlers bustle about. The atmosphere is grim. They try to get down to the beach, but are stopped by a few guards. "What's taking ye so long? A child is missing!" a woman screams as you make your way through the crowd. Jeers descend on you. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the waves. Their soothing sounds mix with angry shouts. The gulls screech along. You pass the line of guards, while Paole maintains a dignified stride. "They are just scared, Young Master. They don't know what they're doing." he says to you, his voice barely audible above the wind. Your gaze remains fixed on the cliff ahead, searching for the cave entrance. Memories of your Master haunt your thoughts. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of people. Their shouting stops. When you come back up, you yell as loud as you can: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) After a while, your party reaches the entrance to the cave. A couple of Guardsmen stand at the ready, weapons aimed towards the mouth of the grotto. "Thank Huetzes you're here! These beasts are brutalizing us!" The largest Guard takes his helmet off. Well, ''her'' helmet. Other guards notice you, and lower their arms. "Wait!" Paole yells. Too late. The guard nearest to the entrance drops to the ground. A spear is revealed to stick out of his back. "Here they come!" the woman shouts.<br> As your Adventurers brace themselves, you allow the confines of your body to dissipate. You feel your mind expanding. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. They relax, and become more responsive. Their senses are keen, their minds calm. Sharkmen start to pour out of the cave. <br> You sense the thrill of the Adventurers, or is it your own? It matters not, and you feel a smile forming on your lips. PREPARE FOR BATTLE! == DRAFT 1 == [When the player accepts the commission for sending help into the cove] You pick the commission from the board, and start to read. The way the words are scribbled down conveys the sense that the writer was in great haste. '' URGENT '' ''This morning, two young siblings have discovered a foreign washed up woman, condition unclear. The boy has stayed behind on the secluded beach to watch over the woman, while the girl went to get help. The only way to reach that particular inlet, is through a seaside cave. When local fishermen arrived, the cave appeared to be run over by Sharkmen. The guards don't dare to enter the cave, knowing they are no match for the monsters. We hereby summon the local Adventurer's Guilds to extract the boy, and confirm the status of the woman. Come to the cave immediately. Its entrance is located on the beach, west of the Harbor.'' With the paper still in your hands, your mind starts racing. ...[Elder... I know you can hear me... Guide my hand... Please, just give me a sign... Please...] "Hm." The sound startles you. Behind you stands Paole, who has been reading over your shoulder. He apologizes, and continues; "Young Master, it seems we have a great opportunity to show the locals what we're capable of. I suggest we head out personally with two competent Adventurers. That way, the people will readily associate the heroic antics of the Adventurers with your-" Paole stops as he sees your face. "Is there something wrong?" [Player choice] You raise an eyebrow. "It's always business first with you, isn't it Paole?" "The Empress told me to advise you, so that's what I do." Paole chuckles with his hands raised. "Compassion may be expressed when the time is right, Young Master. Now, who shall we take along? I have some potions of Healing and Inspiration stashed away, so your picks will be as fresh as a daisy for the occasion." [Player selects two Adventurers] Your party heads for the beach. The sky is white with clouds, and a gale makes you shudder. All throughout the settlement, heads turn to follow you. The people talk excitedly among eachother, pointing to the lot of you. With a dignified stride, Paole addresses you in hushed tones. "It might be wise to acknowledge the locals, Young Master." [Player choice] You wave to the onlookers with a conserved smile. The people wave back and laugh. Paole nods approvingly. (++ Reputation) At the harbor, the atmosphere is less merry. Fishermen, faces contorted with worry, bustle about. They try to get down to the beach, but are prevented from doing so by a handful of guards. The guard, despite their fierce looking uniforms and halberts, look just as frightened as the fishermen. One civilian notices you as you and your party try to make your way through the crowd. "What's taking ye so long? A child is missing!" The mood switches instantly. Jeers descend on you as you pass the line of guards. The knuckles of the Adventurers are white from clasping their weapons hard. It's a strange contrast with the sea. The sounds of waves crashing, which is usually so soothing to you, is mixed with shouts from the mob above. The gulls scream along. Paole acts as if nothing is happening, and keeps his head high. "They are just scared, Young Master. They do not know what they're doing." he says, his voice barely audible above the flapping of his dress in the wind. Your squinted eyes are locked on the cliff ahead of you. The cave entrance should be there. You see the face of your Master flashing by your mind's eye. If only... [Player Choice] Abruptly, you turn around. Paole stiffens to a standstill. You bow deeply to the mass of fishermen. This seems to surprise them, as their shouting stops. When you come back up, you yell as loud as you can without cracking your voice: "Dear people of King's Return. I will do everything I can with the power bestowed to me by the Gods to return your boy to you!" For a moment, all you hear is the sound of the wind and the sea, pierced by the shrieks of the gulls above. Then, the crowd starts to murmur among eachother. "Well, that shut them up." Paole says. The Adventurers snicker. (+ Reputation) A young Imperial Official comes running towards you. 4531e80c401295b68d42991c5386b72084331ce6 Cutscene: Chapter III: Dinner with the Governor 0 60 261 225 2023-10-17T11:50:29Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] == Draft 2 == Paole approaches you swiftly. "Young Master, the Governor has summoned us. It probably has to do with the catastrophe at the beach. Shall we proceed?" The burden you bear, assisting the Adventurers, urges you to consider taking some rest. [Player Choice] Nevertheless, you affirm. "Certainly, let's make our way there." "Very well." Paole hesitates, a hint of apprehension in his gaze. "About earlier, Young Master—" A surge of irritation churns within you as your advisor speaks. [Player Choice] You wave your hand, dismissing his concerns. "Forget it, Paole. Let's go to the Governor." You and Paole approach the Governor's estate in silence, where a young Official awaits you. He informs you that the Governor is still engaged in a ceremony at Nosirus' temple and urgently requests your presence in the manor until his return. You follow the Official through the entrance gate, passing through lush gardens. As you near the front door, the Official inquires, "Master Aennea, are you here to visit the other Guilds?" [Player Choice] You offer a reassuring smile in response, "Indeed, I have plans to do so. Meeting others of my kind is a rare occurrence." The man expresses the settlement's eagerness to hear from the other Guild and their concerns about the monster hindering their trade routes. Paole reassures him that you're there to help. Inside, you admire the decorations. You even manage to forget the reason you're there. Paole recognizes a painting's artist, but the Governor's arrival brings a tense atmosphere, as if something ominous looms over the estate. He discusses the artwork with a forced smile before an Imperial Official named Hecato interrupts, acknowledging your presence. [Player Choice] You bow, addressing him, "Master Hecato." Paole follows suit, and Sabor eases the tension with laughter, inviting you all to dinner, including Enanna. == Draft 1 == Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go?" The load you bear of Aiding the Adventurers tries to convince you that you should rest. [Player Choice] Instead, you nod. "Sure, let's head out." "Excellent." He hesitates before speaking again. You notice a wariness in his eyes. "About earlier, Young Master-" A wave of annoyance hits your gut as the words exit the mouth of your advisor. <br> [Player Choice] You wave your hand in a dismissive gesture. "Forget about it, Paole. Let's go to the Governor." Your words come out quickly. Paole seems to want to say something, but changes his mind. He nods instead. "Let's take our leave." As the two of you approach the Governor's estate in an uncomfortable silence, a young Official halts you. He bows, before speaking.<br> "Excuse me, masters. I was sent to await you. The Governor hasn't finished giving his service in Nosirus' temple yet. Since the ceremony is almost done, you can make yourselves comfortable in his manor until his return. I will bring you there." You and Paole nod courteously and thank the man. He accompanies you through the gate and guides you through the lush gardens, while chattering about the plants. As you near the oaken front door of the manor, the Official asks you: "Master Aennea, are you here to visit the other Guilds?"<br> The notion of the other Guilds pricks your ears. The servant awaits your answer with an eager look. You wonder if your eyes betray your fatigue. [Player choice] You smile to set the Official at ease. "I am planning to do so. Meeting others of my kind is a rare occurence." The man sighs. "We're all eager to hear from the Guild outside of town. Our settlement hasn't heard of them in months. Our trade routes with the mainland are supplied with the resources the Guild obtains with their... business. But with the ports closed due to the monster, we're not sailing out soon, anyway." He turns his face away. It looks permeated with worry. After a moment, he looks back up, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him with a soft, yet reassuring voice. "Don't worry, good man. We're here to help with exactly that. As a matter of fact, it's why we're visiting the Governor this very moment! Now, is this door going to open itself?" He finishes with a mellow chuckle. You have been standing in front of the door for a good minute now. "Yes, of course! E-enter, please. The Governor will be here any moment." The man opens the door and bows. He takes off his cap while doing so, presenting you with his balding crown. Paole and you thank him, before heading inside. The decorations inside are simple, but costly. Paintings with spectacular scenes from Imperial history and myth adorn the otherwise uncluttered hall. "The Governor seems to be doing well," Paole says while studying a particularly beautiful painting, depicting Freana giving birth to Nosirus. "These colors..." His eyes widen as he recognizes the signature on the canvas.<br> "Young Master, you won't believe this! This work has been created by-" "Beautiful, isn't she?" a familiar voice booms through the hall. Startled, the two of you jerk your heads towards the door. There stands the Governor, broadly smiling. His frame barely fits through the doorway, which is of considerable size itself. Once inside, he stretches his arms towards the works of art.<br> "They come from the local Temple of Freana! Guess who it's head priest is?"<br> Paole looks back to the painting. His eyes are strained on the elegant signature. You feel the urge to close his mouth for him.<br> "I take it you're an admirer of Offeo's work?" the Governor says, while laying his enormous hands on the shoulders of you and Paole. "Offeo de la Musa... is here..." Paole mutters to himself. The three of you appreciate the composition for a moment. A cough behind you interrupts your musings. "There must be an emergency, if the Empress sends her favorite Aennea and her personal Counsillor all the way to King's Return..."<br> You turn around, to meet eyes with an acquainted Imperial Official. The man's age is hard to gauge. He could be thirty or fifty. A few strands of jet black hair appear from underneath his cap, framing his handsome face. From the corner of your eye, you catch Paole stiffening for a second, before regaining his composure.<br> [Player Choice] You bow, "Master Hecato."<br> Paole repeats your gesture, which Hecato returns. Sabor is quickly glancing between the three of you with a puzzled frown, before he breaks the tension by laughing and firmly slapping you and Hecato's shoulders. You both buckle under the force.<br> "So you already know eachother! Excellent. That saves me the trouble of introducing you. Let us have dinner. Enanna will be joining us!" a0b7dd8f2a22f7de503364e064d0d02265f60148 262 261 2023-10-18T13:06:11Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] == Draft 2 == Paole approaches you swiftly. "Young Master, the Governor has summoned us. It probably has to do with the catastrophe at the beach. Shall we proceed?" The burden you bear, assisting the Adventurers, urges you to consider taking some rest. [Player Choice] Nevertheless, you affirm. "Certainly, let's make our way there." "Very well." Paole hesitates, a hint of apprehension in his gaze. "About earlier, Young Master—" A surge of irritation churns within you as your advisor speaks. [Player Choice] You wave your hand, dismissing his concerns. "Forget it, Paole. Let's go to the Governor." You and Paole approach the Governor's estate in silence, where a young Official awaits you. He informs you that the Governor is still engaged in a ceremony at Nosirus' temple and urgently requests your presence in the manor until his return. You follow the Official through the entrance gate, passing through lush gardens. As you near the front door, the Official inquires, "Master Aennea, are you here to visit the other Guilds?" [Player Choice] You offer a reassuring smile in response, "Indeed, I have plans to do so. Meeting others of my kind is a rare occurrence." The man expresses the settlement's eagerness to hear from the other Guild and their concerns about the monster hindering their trade routes. Paole reassures him that you're there to help. The young Official takes his cap off and bows when he holds open the door, presenting you with his balding crown. You admire the decorations inside. For a moment, you even manage to forget the reason you're there. Paole recognizes a painting's artist, but the Governor's arrival brings a tense atmosphere, as if something ominous looms over the estate. He discusses the artwork with a forced smile before an Imperial Official named Hecato interrupts, acknowledging your presence. [Player Choice] You bow, addressing him, "Master Hecato." Paole follows suit, and Sabor eases the tension with laughter, inviting you all to dinner, including Enanna. == Draft 1 == Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go?" The load you bear of Aiding the Adventurers tries to convince you that you should rest. [Player Choice] Instead, you nod. "Sure, let's head out." "Excellent." He hesitates before speaking again. You notice a wariness in his eyes. "About earlier, Young Master-" A wave of annoyance hits your gut as the words exit the mouth of your advisor. <br> [Player Choice] You wave your hand in a dismissive gesture. "Forget about it, Paole. Let's go to the Governor." Your words come out quickly. Paole seems to want to say something, but changes his mind. He nods instead. "Let's take our leave." As the two of you approach the Governor's estate in an uncomfortable silence, a young Official halts you. He bows, before speaking.<br> "Excuse me, masters. I was sent to await you. The Governor hasn't finished giving his service in Nosirus' temple yet. Since the ceremony is almost done, you can make yourselves comfortable in his manor until his return. I will bring you there." You and Paole nod courteously and thank the man. He accompanies you through the gate and guides you through the lush gardens, while chattering about the plants. As you near the oaken front door of the manor, the Official asks you: "Master Aennea, are you here to visit the other Guilds?"<br> The notion of the other Guilds pricks your ears. The servant awaits your answer with an eager look. You wonder if your eyes betray your fatigue. [Player choice] You smile to set the Official at ease. "I am planning to do so. Meeting others of my kind is a rare occurence." The man sighs. "We're all eager to hear from the Guild outside of town. Our settlement hasn't heard of them in months. Our trade routes with the mainland are supplied with the resources the Guild obtains with their... business. But with the ports closed due to the monster, we're not sailing out soon, anyway." He turns his face away. It looks permeated with worry. After a moment, he looks back up, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him with a soft, yet reassuring voice. "Don't worry, good man. We're here to help with exactly that. As a matter of fact, it's why we're visiting the Governor this very moment! Now, is this door going to open itself?" He finishes with a mellow chuckle. You have been standing in front of the door for a good minute now. "Yes, of course! E-enter, please. The Governor will be here any moment." The man opens the door and bows. He takes off his cap while doing so, presenting you with his balding crown. Paole and you thank him, before heading inside. The decorations inside are simple, but costly. Paintings with spectacular scenes from Imperial history and myth adorn the otherwise uncluttered hall. "The Governor seems to be doing well," Paole says while studying a particularly beautiful painting, depicting Freana giving birth to Nosirus. "These colors..." His eyes widen as he recognizes the signature on the canvas.<br> "Young Master, you won't believe this! This work has been created by-" "Beautiful, isn't she?" a familiar voice booms through the hall. Startled, the two of you jerk your heads towards the door. There stands the Governor, broadly smiling. His frame barely fits through the doorway, which is of considerable size itself. Once inside, he stretches his arms towards the works of art.<br> "They come from the local Temple of Freana! Guess who it's head priest is?"<br> Paole looks back to the painting. His eyes are strained on the elegant signature. You feel the urge to close his mouth for him.<br> "I take it you're an admirer of Offeo's work?" the Governor says, while laying his enormous hands on the shoulders of you and Paole. "Offeo de la Musa... is here..." Paole mutters to himself. The three of you appreciate the composition for a moment. A cough behind you interrupts your musings. "There must be an emergency, if the Empress sends her favorite Aennea and her personal Counsillor all the way to King's Return..."<br> You turn around, to meet eyes with an acquainted Imperial Official. The man's age is hard to gauge. He could be thirty or fifty. A few strands of jet black hair appear from underneath his cap, framing his handsome face. From the corner of your eye, you catch Paole stiffening for a second, before regaining his composure.<br> [Player Choice] You bow, "Master Hecato."<br> Paole repeats your gesture, which Hecato returns. Sabor is quickly glancing between the three of you with a puzzled frown, before he breaks the tension by laughing and firmly slapping you and Hecato's shoulders. You both buckle under the force.<br> "So you already know eachother! Excellent. That saves me the trouble of introducing you. Let us have dinner. Enanna will be joining us!" c33824ce49cc8a8e96ce7e5e9b63247e4191ac6d 263 262 2023-10-20T14:29:18Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] == Draft 3 == Paole approaches. "Young Master, the Governor has summoned us. It probably has to do with the... situation at the beach. Shall we proceed?" [Player Choice] "Certainly, let's make our way there." In town, the settlers point to you while talking among themselves. You and Paole approach the Governor's estate in silence, where a young Official awaits you. He informs you that the Governor is still engaged in a ceremony at Nosirus' temple and requests your presence in his manor until his return. The Official guides you through the entrance gate, passing through lush gardens. As you near the front door, the young man inquires, "Master Aennea, are you here to visit the other Adventurers' Guilds?" [Player Choice] You offer a reassuring smile in response, "Indeed, I'd like to do so. Meeting others of my kind is a rare occurrence." The man sighs. "Our settlement hasn't heard of the great Guild in months. They are located out of town, deeper inside the island. We are supplied with the resources the Guild obtains with their... business." He turns his face away, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him with a soft, yet reassuring voice. "Don't worry. We're here to help. Now, is this door going to open itself?" The young Official's face turns red while stammering an expression of gratitude. He takes his cap off and bows while he holds open the door, presenting you with his balding crown. Paintings with spectacular scenes from Imperial history and myth adorn the hall. For a moment, you even forget the reason you're there. "These colors..." Paole says, while studying a particularly beautiful piece. It depicts Freana giving birth to Nosirus. Your advisor's eyes widen.<br> "Young Master, you won't believe this! This work has been created by-" "Offeo de la Musa. The head priest of Freana on this island." a familiar voice sounds from behind. There stands the Governor. His cheery attitude is nowhere to be seen. <br> Hastily, Paole bows for the heavy set man. [Player choice] You follow suit. "To my office," Sabor says curtly. Once settled in the comfortable workspace, you are joined with Enanna. She stands behind her uncle, eyes fixed on the floor. <br> "Gentlemen, I'll be honest with you," the Governor sighs, "Your arrival has brought us a great deal of misfortune." You notice the black rims under the man's eyes. As if he hadn't slept for days. "First, a monster starts terrorizing our waters, cutting us off from our fish. Then, one of the few children we have is brutally murdered." Paole starts, "My lord, I'm so-"<br> "You know what the boy's sister said when she came to get help?" the Governor interrupts, while standing up, "The woman looked like the proprietress of Runic Wonders. Who just so happens to be a Yonghéng refugee!" He slams his fist on the desk. You hear bottles clink under the force of the blow. "For the love of the Empress, what is going on?" [Player choice] Softly, you say: "Empress Liviana is no more. We have been overrun by the Yonghéng dynasty. King's Return is the last Imperial bastion." The massive frame of the Governor slumps back into his chair. His gaze drifts off in disbelief. "That will be all..." he mutters after a moment, dismissing you with an absentminded gesture. Paole and you bow, before leaving the wracked man behind. Once outside, Paole addresses you while you head back to the Guild in a brisk pace, "It seems panic is catching up to us, Young Master." [Player choice] "That young Official... He mentioned a great Guild. They could certainly help us." Paole opens his mouth to answer, but a voice cuts in. "Wait!" Enanna runs after you. Paole raises an eyebrow in surprise as the girl catches her breath. "You'll have to excuse my uncle, he's not used to emergencies like these. The Guilds or guard usually takes care of that." Your eyes meet. Despite everything, a glimmer of joy appears to dance around her irises. A smile forms on your lips, seemingly by itself. [Player choice] "Thank you for your concern. I understand, your uncle must be greatly burdened by this whole affair." She sighs, "You can say that again. Listen, I grew up in the wilderness. If you need any help traversing the Island, just ask. We must stop that bitch." [Player choice] You bow. "Thank you, Enanna. Even Paole doesn't know what to say to that. And seeing him speechless is rare..." Enanna takes your councillor up from top to toe, as Paole regains his composure. "Y-yes, thank you, young lady. We will certainly call on you if need be." She nods. "Good. See you later, then!" "Quite the personality, that one," Paole mumbles as you continue back to the Guild. == Draft 2 == Paole approaches you swiftly. "Young Master, the Governor has summoned us. It probably has to do with the catastrophe at the beach. Shall we proceed?" The burden you bear, assisting the Adventurers, urges you to take rest. [Player Choice] Nevertheless, you affirm. "Certainly, let's make our way there." "Very well." Paole hesitates, a hint of apprehension in his gaze. "About earlier, Young Master—" A surge of irritation churns within you as your advisor speaks. [Player Choice] You wave your hand, dismissing his concerns. "Forget it, Paole. Let's go to the Governor." You and Paole approach the Governor's estate in silence, where a young Official awaits you. He informs you that the Governor is still engaged in a ceremony at Nosirus' temple and urgently requests your presence in the manor until his return. You follow the Official through the entrance gate, passing through lush gardens. As you near the front door, the Official inquires, "Master Aennea, are you here to visit the other Guilds?" [Player Choice] You offer a reassuring smile in response, "Indeed, I have plans to do so. Meeting others of my kind is a rare occurrence." The man expresses the settlement's eagerness to hear from the other Guild and their concerns about the monster hindering their trade routes. Paole reassures him that you're there to help. The young Official takes his cap off and bows when he holds open the door, presenting you with his balding crown. You admire the decorations inside. For a moment, you even manage to forget the reason you're there. Paole recognizes a painting's artist, but the Governor's arrival brings a tense atmosphere, as if something ominous looms over the estate. He discusses the artwork with a forced smile before an Imperial Official named Hecato interrupts, acknowledging your presence. [Player Choice] You bow, addressing him, "Master Hecato." Paole follows suit, and Sabor eases the tension with laughter, inviting you all to dinner, including Enanna. == Draft 1 == Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go?" The load you bear of Aiding the Adventurers tries to convince you that you should rest. [Player Choice] Instead, you nod. "Sure, let's head out." "Excellent." He hesitates before speaking again. You notice a wariness in his eyes. "About earlier, Young Master-" A wave of annoyance hits your gut as the words exit the mouth of your advisor. <br> [Player Choice] You wave your hand in a dismissive gesture. "Forget about it, Paole. Let's go to the Governor." Your words come out quickly. Paole seems to want to say something, but changes his mind. He nods instead. "Let's take our leave." As the two of you approach the Governor's estate in an uncomfortable silence, a young Official halts you. He bows, before speaking.<br> "Excuse me, masters. I was sent to await you. The Governor hasn't finished giving his service in Nosirus' temple yet. Since the ceremony is almost done, you can make yourselves comfortable in his manor until his return. I will bring you there." You and Paole nod courteously and thank the man. He accompanies you through the gate and guides you through the lush gardens, while chattering about the plants. As you near the oaken front door of the manor, the Official asks you: "Master Aennea, are you here to visit the other Guilds?"<br> The notion of the other Guilds pricks your ears. The servant awaits your answer with an eager look. You wonder if your eyes betray your fatigue. [Player choice] You smile to set the Official at ease. "I am planning to do so. Meeting others of my kind is a rare occurence." The man sighs. "We're all eager to hear from the Guild outside of town. Our settlement hasn't heard of them in months. Our trade routes with the mainland are supplied with the resources the Guild obtains with their... business. But with the ports closed due to the monster, we're not sailing out soon, anyway." He turns his face away. It looks permeated with worry. After a moment, he looks back up, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him with a soft, yet reassuring voice. "Don't worry, good man. We're here to help with exactly that. As a matter of fact, it's why we're visiting the Governor this very moment! Now, is this door going to open itself?" He finishes with a mellow chuckle. You have been standing in front of the door for a good minute now. "Yes, of course! E-enter, please. The Governor will be here any moment." The man opens the door and bows. He takes off his cap while doing so, presenting you with his balding crown. Paole and you thank him, before heading inside. The decorations inside are simple, but costly. Paintings with spectacular scenes from Imperial history and myth adorn the otherwise uncluttered hall. "The Governor seems to be doing well," Paole says while studying a particularly beautiful painting, depicting Freana giving birth to Nosirus. "These colors..." His eyes widen as he recognizes the signature on the canvas.<br> "Young Master, you won't believe this! This work has been created by-" "Beautiful, isn't she?" a familiar voice booms through the hall. Startled, the two of you jerk your heads towards the door. There stands the Governor, broadly smiling. His frame barely fits through the doorway, which is of considerable size itself. Once inside, he stretches his arms towards the works of art.<br> "They come from the local Temple of Freana! Guess who it's head priest is?"<br> Paole looks back to the painting. His eyes are strained on the elegant signature. You feel the urge to close his mouth for him.<br> "I take it you're an admirer of Offeo's work?" the Governor says, while laying his enormous hands on the shoulders of you and Paole. "Offeo de la Musa... is here..." Paole mutters to himself. The three of you appreciate the composition for a moment. A cough behind you interrupts your musings. "There must be an emergency, if the Empress sends her favorite Aennea and her personal Counsillor all the way to King's Return..."<br> You turn around, to meet eyes with an acquainted Imperial Official. The man's age is hard to gauge. He could be thirty or fifty. A few strands of jet black hair appear from underneath his cap, framing his handsome face. From the corner of your eye, you catch Paole stiffening for a second, before regaining his composure.<br> [Player Choice] You bow, "Master Hecato."<br> Paole repeats your gesture, which Hecato returns. Sabor is quickly glancing between the three of you with a puzzled frown, before he breaks the tension by laughing and firmly slapping you and Hecato's shoulders. You both buckle under the force.<br> "So you already know eachother! Excellent. That saves me the trouble of introducing you. Let us have dinner. Enanna will be joining us!" b5a0ec2935cbbc42fee3efddc9a04a0624972ded 266 263 2023-10-25T07:55:22Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] == Draft 3 == Paole advances toward you. "Young Master, the Governor has summoned us. It probably has to do with the... situation at the beach. Shall we proceed?" [Player Choice] "Certainly, let's make our way there." In town, the settlers point to you while talking among themselves. You and Paole approaches the Governor's estate in silence. A young Official runs up to you. Huffing slightly, he informs you that the Governor is still engaged in a ceremony at Nosirus' temple. 'However, he requests you make yourselves comfortable in his manor.' The man is visibly impressed by Paole's official dress, which betrays your advisor's high office. The Official guides you through the entrance gate, passing through lush gardens. As you near the front door, the young man inquires, "Master Aennea, are you here to visit the other Adventurers' Guilds?" [Player Choice] You offer a reassuring smile in response, "Indeed, I'd like to do so. Meeting others of my kind is a rare occurrence." The man sighs. "Our settlement hasn't heard of the great Guild in months. They are located out of town, deeper inside the island. We are supplied with the resources the Guild obtains with their... business. Without those goods, we..." He turns his face away, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him with a soft, yet reassuring voice. "Don't worry. We're here to help. Now, is this door going to open itself?" The young Official's face turns red while stammering an expression of gratitude. He takes his cap off and bows while he holds open the door, presenting you with his balding crown. Paintings with spectacular scenes from Imperial history and myth adorn the hall. For a moment, you even forget the reason you're there. "These colors..." Paole says, while studying a particularly beautiful piece. It depicts Freana giving birth to Nosirus. Your advisor's eyes widen.<br> "Young Master, you won't believe this! This work has been created by-" "Offeo de la Musa. Freana's head priest on this island." a familiar voice sounds from behind. There stands the Governor. His cheery attitude is nowhere to be seen. <br> Hastily, Paole bows for the heavy set man. [Player choice] You follow suit. "To my office," Sabor says, curtly. Once settled in the comfortable workspace, you are joined with Enanna. She stands behind her uncle, eyes fixed on the floor. <br> From behind his desk, the Governor says: "Gentlemen, I'll be honest with you,", he locks eyes with you, "Your arrival has brought us a great deal of misfortune." You notice the black rims under the man's eyes. As if he hasn't slept for days. "First, a monster starts terrorizing our waters, cutting us off from our fish. Then, one of the few children we have is brutally murdered." Paole starts, "My lord, I'm so-"<br> "You know what the boy's sister said when she came to get help?" the Governor interrupts, while standing up, "The woman looked like the proprietress of Runic Wonders. Who just so happens to be a Yonghéng refugee!" He slams his fist on his bureau. You hear the sound of clinking bottles coming from the desk. "For the love of the Empress, what is going on?" These last words were shouted. The Governor's pallid features are now gleaming with sweat. It's as if your insides freeze over. Looking for solace, you turn to Paole. His face has turned just as pale as Sabor's. It appears he's trying to say something, but words are unable to leave his trembling mouth. You realize you must look the same. Enanna's eyes widen, as she keeps them strained to the floor. [Player choice] Softly, you say: "Empress Liviana is no more. We have been overrun by the Yonghéng dynasty. King's Return is the last Imperial bastion." You bow, mostly to prevent the tears that are welling up from showing. The massive frame of the Governor slumps back into his chair. His gaze drifts off in disbelief. "That will be all..." he mutters after a moment, dismissing you with an absentminded gesture. Paole and you bow, before leaving the wracked man behind. Once outside, Paole addresses you while heading back, "It seems the war is catching up to us, Young Master." [Player choice] "That young Official... He mentioned a great Guild. They could certainly help us." Paole opens his mouth to answer, but a voice cuts in. "Wait!" Enanna runs after you. Paole raises an eyebrow in surprise as the girl catches her breath. "You'll have to excuse my uncle, he's not used to emergencies like these. The Guilds or Templars usually takes care of that." Your eyes meet. Despite everything, a glimmer of joy appears to dance around her irises. A smile forms on your lips, seemingly by itself. [Player choice] "Thank you for your concern. I understand, your uncle must be greatly burdened by this whole affair." She sighs, "You can say that again. Listen, I grew up in the wilderness. If you need any help traversing the Island, just ask. We must stop that bitch." Besides you, Paole gasps audibly. [Player choice] You bow. "Thank you, Enanna. Even Paole doesn't know what to say to that. And seeing him speechless is rare..." Enanna takes up your councillor from top to toe, as Paole regains his composure. "Y-yes, thank you, young lady. We will certainly call on you if need be." She nods. "Good. See you later, then!" "Quite the character, that one," Paole mumbles as you continue back to the Guild. == Draft 2 == Paole approaches you swiftly. "Young Master, the Governor has summoned us. It probably has to do with the catastrophe at the beach. Shall we proceed?" The burden you bear, assisting the Adventurers, urges you to take rest. [Player Choice] Nevertheless, you affirm. "Certainly, let's make our way there." "Very well." Paole hesitates, a hint of apprehension in his gaze. "About earlier, Young Master—" A surge of irritation churns within you as your advisor speaks. [Player Choice] You wave your hand, dismissing his concerns. "Forget it, Paole. Let's go to the Governor." You and Paole approach the Governor's estate in silence, where a young Official awaits you. He informs you that the Governor is still engaged in a ceremony at Nosirus' temple and urgently requests your presence in the manor until his return. You follow the Official through the entrance gate, passing through lush gardens. As you near the front door, the Official inquires, "Master Aennea, are you here to visit the other Guilds?" [Player Choice] You offer a reassuring smile in response, "Indeed, I have plans to do so. Meeting others of my kind is a rare occurrence." The man expresses the settlement's eagerness to hear from the other Guild and their concerns about the monster hindering their trade routes. Paole reassures him that you're there to help. The young Official takes his cap off and bows when he holds open the door, presenting you with his balding crown. You admire the decorations inside. For a moment, you even manage to forget the reason you're there. Paole recognizes a painting's artist, but the Governor's arrival brings a tense atmosphere, as if something ominous looms over the estate. He discusses the artwork with a forced smile before an Imperial Official named Hecato interrupts, acknowledging your presence. [Player Choice] You bow, addressing him, "Master Hecato." Paole follows suit, and Sabor eases the tension with laughter, inviting you all to dinner, including Enanna. == Draft 1 == Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go?" The load you bear of Aiding the Adventurers tries to convince you that you should rest. [Player Choice] Instead, you nod. "Sure, let's head out." "Excellent." He hesitates before speaking again. You notice a wariness in his eyes. "About earlier, Young Master-" A wave of annoyance hits your gut as the words exit the mouth of your advisor. <br> [Player Choice] You wave your hand in a dismissive gesture. "Forget about it, Paole. Let's go to the Governor." Your words come out quickly. Paole seems to want to say something, but changes his mind. He nods instead. "Let's take our leave." As the two of you approach the Governor's estate in an uncomfortable silence, a young Official halts you. He bows, before speaking.<br> "Excuse me, masters. I was sent to await you. The Governor hasn't finished giving his service in Nosirus' temple yet. Since the ceremony is almost done, you can make yourselves comfortable in his manor until his return. I will bring you there." You and Paole nod courteously and thank the man. He accompanies you through the gate and guides you through the lush gardens, while chattering about the plants. As you near the oaken front door of the manor, the Official asks you: "Master Aennea, are you here to visit the other Guilds?"<br> The notion of the other Guilds pricks your ears. The servant awaits your answer with an eager look. You wonder if your eyes betray your fatigue. [Player choice] You smile to set the Official at ease. "I am planning to do so. Meeting others of my kind is a rare occurence." The man sighs. "We're all eager to hear from the Guild outside of town. Our settlement hasn't heard of them in months. Our trade routes with the mainland are supplied with the resources the Guild obtains with their... business. But with the ports closed due to the monster, we're not sailing out soon, anyway." He turns his face away. It looks permeated with worry. After a moment, he looks back up, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him with a soft, yet reassuring voice. "Don't worry, good man. We're here to help with exactly that. As a matter of fact, it's why we're visiting the Governor this very moment! Now, is this door going to open itself?" He finishes with a mellow chuckle. You have been standing in front of the door for a good minute now. "Yes, of course! E-enter, please. The Governor will be here any moment." The man opens the door and bows. He takes off his cap while doing so, presenting you with his balding crown. Paole and you thank him, before heading inside. The decorations inside are simple, but costly. Paintings with spectacular scenes from Imperial history and myth adorn the otherwise uncluttered hall. "The Governor seems to be doing well," Paole says while studying a particularly beautiful painting, depicting Freana giving birth to Nosirus. "These colors..." His eyes widen as he recognizes the signature on the canvas.<br> "Young Master, you won't believe this! This work has been created by-" "Beautiful, isn't she?" a familiar voice booms through the hall. Startled, the two of you jerk your heads towards the door. There stands the Governor, broadly smiling. His frame barely fits through the doorway, which is of considerable size itself. Once inside, he stretches his arms towards the works of art.<br> "They come from the local Temple of Freana! Guess who it's head priest is?"<br> Paole looks back to the painting. His eyes are strained on the elegant signature. You feel the urge to close his mouth for him.<br> "I take it you're an admirer of Offeo's work?" the Governor says, while laying his enormous hands on the shoulders of you and Paole. "Offeo de la Musa... is here..." Paole mutters to himself. The three of you appreciate the composition for a moment. A cough behind you interrupts your musings. "There must be an emergency, if the Empress sends her favorite Aennea and her personal Counsillor all the way to King's Return..."<br> You turn around, to meet eyes with an acquainted Imperial Official. The man's age is hard to gauge. He could be thirty or fifty. A few strands of jet black hair appear from underneath his cap, framing his handsome face. From the corner of your eye, you catch Paole stiffening for a second, before regaining his composure.<br> [Player Choice] You bow, "Master Hecato."<br> Paole repeats your gesture, which Hecato returns. Sabor is quickly glancing between the three of you with a puzzled frown, before he breaks the tension by laughing and firmly slapping you and Hecato's shoulders. You both buckle under the force.<br> "So you already know eachother! Excellent. That saves me the trouble of introducing you. Let us have dinner. Enanna will be joining us!" 6304837daa1c8b3f018a4ff3fb40bc82b324d6da 267 266 2023-10-25T08:00:09Z Who's Jellies? 2 wikitext text/x-wiki [[File:Enanna.jpg|thumb|Enanna, niece of the Governor]] == Draft 3 == Paole advances toward you. "Young Master, the Governor has summoned us. It probably has to do with the... situation at the beach. Shall we proceed?" [Player Choice] "Certainly, let's make our way there." In town, the settlers point to you while talking among themselves. You and Paole approaches the Governor's estate in silence. A young Official runs up to you. Huffing slightly, he informs you that the Governor is still engaged in a ceremony at Nosirus' temple. 'However, he requests you make yourselves comfortable in his manor.' The man is visibly impressed by Paole's official dress, which betrays your advisor's high office. The Official guides you through the entrance gate, passing through lush gardens. As you near the front door, the young man inquires, "Master Aennea, are you here to visit the other Adventurers' Guilds?" [Player Choice] You offer a reassuring smile in response, "Indeed, I'd like to do so. Meeting others of my kind is a rare occurrence." The man sighs. "Our settlement hasn't heard of the great Guild in months. They are located out of town, deeper inside the island. We are supplied with the resources the Guild obtains with their... business. Without those goods, we..." He turns his face away, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him with a soft, yet reassuring voice. "Don't worry. We're here to help. Now, is this door going to open itself?" The young Official's face turns red while stammering an expression of gratitude. He takes his cap off and bows while he holds open the door, presenting you with his balding crown. Paintings with spectacular scenes from Imperial history and myth adorn the hall. For a moment, you even forget the reason you're there. "These colors..." Paole says, while studying a particularly beautiful piece. It depicts Freana giving birth to Nosirus. Your advisor's eyes widen.<br> "Young Master, you won't believe this! This work has been created by-" "Offeo de la Musa. Freana's head priest on this island." a familiar voice sounds from behind. There stands the Governor. His cheery attitude is nowhere to be seen. <br> Hastily, Paole bows for the heavy set man. [Player choice] You follow suit. "To my office," Sabor says, curtly. Once settled in the comfortable workspace, you are joined with Enanna. She stands behind her uncle, eyes fixed on the floor. <br> From behind his desk, the Governor says: "Gentlemen, I'll be honest with you,", he locks eyes with you, "Your arrival has brought us a great deal of misfortune." You notice the black rims under the man's eyes. As if he hasn't slept for days. "First, a monster starts terrorizing our waters, cutting us off from our fish. Then, one of the few children we have is brutally murdered." Paole starts, "My lord, I'm so-"<br> "You know what the boy's sister said when she came to get help?" the Governor interrupts, while standing up, "The woman looked like the proprietress of Runic Wonders Who just so happens to be a Yonghéng refugee!" He slams his fist on his bureau, which reverbrates with the sound of clinking bottles. It's as if your insides freeze over. Looking for solace, you turn to Paole. His face has turned just as pale as Sabor's. It appears he's trying to say something, but words are unable to leave his trembling mouth. You realize you must look the same. Enanna's eyes widen, as she keeps them strained to the floor. [Player choice] Softly, you say: "Empress Liviana is no more. We have been overrun by the Yonghéng dynasty. King's Return is the last Imperial bastion." You bow, mostly to prevent the tears that are welling up from showing. The massive frame of the Governor slumps back into his chair. His gaze drifts off in disbelief. "That will be all..." he mutters after a moment, dismissing you with an absentminded gesture. Paole and you bow, before leaving the wracked man behind. Once outside, Paole addresses you while heading back, "It seems the war is catching up to us, Young Master." [Player choice] "That young Official... He mentioned a great Guild. They could certainly help us." Paole opens his mouth to answer, but a voice cuts in. "Wait!" Enanna runs after you. Paole raises an eyebrow in surprise as the girl catches her breath. "You'll have to excuse my uncle, he's not used to emergencies like these. The Guilds or Templars usually takes care of that." Your eyes meet. Despite everything, a glimmer of joy appears to dance around her irises. A smile forms on your lips, seemingly by itself. [Player choice] "Thank you for your concern. I understand, your uncle must be greatly burdened by this whole affair." She sighs, "You can say that again. Listen, I grew up in the wilderness. If you need any help traversing the Island, just ask. We must stop that bitch." Besides you, Paole gasps audibly. [Player choice] You bow. "Thank you, Enanna. Even Paole doesn't know what to say to that. And seeing him speechless is rare..." Enanna takes up your councillor from top to toe, as Paole regains his composure. "Y-yes, thank you, young lady. We will certainly call on you if need be." She nods. "Good. See you later, then!" "Quite the character, that one," Paole mumbles as you continue back to the Guild. == Draft 2 == Paole approaches you swiftly. "Young Master, the Governor has summoned us. It probably has to do with the catastrophe at the beach. Shall we proceed?" The burden you bear, assisting the Adventurers, urges you to take rest. [Player Choice] Nevertheless, you affirm. "Certainly, let's make our way there." "Very well." Paole hesitates, a hint of apprehension in his gaze. "About earlier, Young Master—" A surge of irritation churns within you as your advisor speaks. [Player Choice] You wave your hand, dismissing his concerns. "Forget it, Paole. Let's go to the Governor." You and Paole approach the Governor's estate in silence, where a young Official awaits you. He informs you that the Governor is still engaged in a ceremony at Nosirus' temple and urgently requests your presence in the manor until his return. You follow the Official through the entrance gate, passing through lush gardens. As you near the front door, the Official inquires, "Master Aennea, are you here to visit the other Guilds?" [Player Choice] You offer a reassuring smile in response, "Indeed, I have plans to do so. Meeting others of my kind is a rare occurrence." The man expresses the settlement's eagerness to hear from the other Guild and their concerns about the monster hindering their trade routes. Paole reassures him that you're there to help. The young Official takes his cap off and bows when he holds open the door, presenting you with his balding crown. You admire the decorations inside. For a moment, you even manage to forget the reason you're there. Paole recognizes a painting's artist, but the Governor's arrival brings a tense atmosphere, as if something ominous looms over the estate. He discusses the artwork with a forced smile before an Imperial Official named Hecato interrupts, acknowledging your presence. [Player Choice] You bow, addressing him, "Master Hecato." Paole follows suit, and Sabor eases the tension with laughter, inviting you all to dinner, including Enanna. == Draft 1 == Paole draws near. "Young Master, we've been invited for a meal with the Governor. Shall we go?" The load you bear of Aiding the Adventurers tries to convince you that you should rest. [Player Choice] Instead, you nod. "Sure, let's head out." "Excellent." He hesitates before speaking again. You notice a wariness in his eyes. "About earlier, Young Master-" A wave of annoyance hits your gut as the words exit the mouth of your advisor. <br> [Player Choice] You wave your hand in a dismissive gesture. "Forget about it, Paole. Let's go to the Governor." Your words come out quickly. Paole seems to want to say something, but changes his mind. He nods instead. "Let's take our leave." As the two of you approach the Governor's estate in an uncomfortable silence, a young Official halts you. He bows, before speaking.<br> "Excuse me, masters. I was sent to await you. The Governor hasn't finished giving his service in Nosirus' temple yet. Since the ceremony is almost done, you can make yourselves comfortable in his manor until his return. I will bring you there." You and Paole nod courteously and thank the man. He accompanies you through the gate and guides you through the lush gardens, while chattering about the plants. As you near the oaken front door of the manor, the Official asks you: "Master Aennea, are you here to visit the other Guilds?"<br> The notion of the other Guilds pricks your ears. The servant awaits your answer with an eager look. You wonder if your eyes betray your fatigue. [Player choice] You smile to set the Official at ease. "I am planning to do so. Meeting others of my kind is a rare occurence." The man sighs. "We're all eager to hear from the Guild outside of town. Our settlement hasn't heard of them in months. Our trade routes with the mainland are supplied with the resources the Guild obtains with their... business. But with the ports closed due to the monster, we're not sailing out soon, anyway." He turns his face away. It looks permeated with worry. After a moment, he looks back up, "I'm sorry, masters. I didn't mean to-"<br> Paole interrupts him with a soft, yet reassuring voice. "Don't worry, good man. We're here to help with exactly that. As a matter of fact, it's why we're visiting the Governor this very moment! Now, is this door going to open itself?" He finishes with a mellow chuckle. You have been standing in front of the door for a good minute now. "Yes, of course! E-enter, please. The Governor will be here any moment." The man opens the door and bows. He takes off his cap while doing so, presenting you with his balding crown. Paole and you thank him, before heading inside. The decorations inside are simple, but costly. Paintings with spectacular scenes from Imperial history and myth adorn the otherwise uncluttered hall. "The Governor seems to be doing well," Paole says while studying a particularly beautiful painting, depicting Freana giving birth to Nosirus. "These colors..." His eyes widen as he recognizes the signature on the canvas.<br> "Young Master, you won't believe this! This work has been created by-" "Beautiful, isn't she?" a familiar voice booms through the hall. Startled, the two of you jerk your heads towards the door. There stands the Governor, broadly smiling. His frame barely fits through the doorway, which is of considerable size itself. Once inside, he stretches his arms towards the works of art.<br> "They come from the local Temple of Freana! Guess who it's head priest is?"<br> Paole looks back to the painting. His eyes are strained on the elegant signature. You feel the urge to close his mouth for him.<br> "I take it you're an admirer of Offeo's work?" the Governor says, while laying his enormous hands on the shoulders of you and Paole. "Offeo de la Musa... is here..." Paole mutters to himself. The three of you appreciate the composition for a moment. A cough behind you interrupts your musings. "There must be an emergency, if the Empress sends her favorite Aennea and her personal Counsillor all the way to King's Return..."<br> You turn around, to meet eyes with an acquainted Imperial Official. The man's age is hard to gauge. He could be thirty or fifty. A few strands of jet black hair appear from underneath his cap, framing his handsome face. From the corner of your eye, you catch Paole stiffening for a second, before regaining his composure.<br> [Player Choice] You bow, "Master Hecato."<br> Paole repeats your gesture, which Hecato returns. Sabor is quickly glancing between the three of you with a puzzled frown, before he breaks the tension by laughing and firmly slapping you and Hecato's shoulders. You both buckle under the force.<br> "So you already know eachother! Excellent. That saves me the trouble of introducing you. Let us have dinner. Enanna will be joining us!" 78ff42e0cd62b283162fb2d2bc854f9831cedf5c Guild Legends 0 35 264 226 2023-10-21T13:37:51Z Who's Jellies? 2 wikitext text/x-wiki [[File:Iron spire 2.jpg|thumb|The Spire beckons...]] = [[Introduction to the Story]] = = Cutscenes = [[Cutscene 1: Rush to Frontier Island]] (Prologue) [[Cutscene: Chapter I: Welcome to Frontier Island]] [[Cutscene: Chapter II: Finding our Way]] [[Cutscene: Chapter II 2: The Yonghéng Woman]] [[Cutscene: Chapter III: Dinner with the Governor]] [[Cutscene: Chapter IV: The Debate]] == Comedy draft: Plot == Alas, the Empire is failing! The one thing keeping it together, [[Nosirus|the King of Gods]], has disappeared from the dubious vision quests of his priests. Ever since, nasty court intrigue and destructive civil unrest run rampant under the rule of [[Empress Liviana]]. Since she doesn't have an heir ("pregnancy simply ''ruins'' your figure!"), the rule of the Imperial Family is threatened for the first time since its conception by the hand of Nosirus, the Supreme God. How one would go about starting a family with just a hand is beyond me, but misquoting the Holy Texts is sacrilege. With her great [[Creation|Divine Spark]], Liviana spent what to her seemed an eternity in deep meditation and prayer. She must have been in her Inner Room for almost 20 minutes! I have never seen her commit to something requiring effort for that amount of time. She must have been truly desperate. Anyway, that time proved to be fruitful, as she received a vision of an unknown Goddess. The Goddess communicated to her that the newly discovered [[Frontier Island]] (creative name, I know) holds a secret that will solve all the problems of our dear Empire. Since the other [[Deities]] have grown unruly since Nosirus' disappearance, their bodies of governance have gone through a similar change, as well. The Imperial Army, commanded by [[Huetzes|the War Goddess]]' priests, is now completely useless. Soldiers left and right prefer plundering the countryside and getting unspeakably drunk. So my Highness has decided to send the one institution which possesses at least a ''semblance'' of competence: [[The Guild]]. The Adventurer's Guild, or the Guild, is an organization set up by the psychics called [[the Aennea]]. While they may see themselves as paragons of virtue, everybody knows that pristine surface hides a devious bureaucracy, corrupted to the core. Aennea are sensitive and bookish in nature and prohibited from ever directly raising a weapon to another living being. I doubt they could even muster the strength, to be honest. At any rate, they use their psychic powers to bolster the minds and bodies of those who sign their accursed Blood Contracts. Usually, those who work for the Aennea use this newfound ability to make long hours researching dusty tomes written in languages deemed too uninteresting to preserve. Another favorite activity is the writing of long, boring exerpts for comparison to other long, boring exerpts. If that doesn't fancy your taste, however, you could consider joining up with their Guild. Because that's where the action takes place. Their Guild is where volunteers go to take up commissions for "research of the combative abilities of malefic lifeforms, acquirement of necessary resources for maintaining Imperial integrity, protection of private property, and/or employment deep into hostile territory for the ascertaining of strategic advantages." This boils down to hitting vile creatures with sharp objects until they stop moving, taking their bits and baubles while hoping something doesn't kill you first, all to take notes of an unusual rock formation or receiving an uttering of gratitude from an illiterate peasant. It has to be said that the Aennea are commendable in at least one aspect. To prevent themselves from using the Guild to usurp political power, any form of coercion is prohibited. Guild Members themselves decide whether the objectives proposed by their superiors are worthy. The people decide in a sense. The greatest enemy of the Aennea, is the Aennea. There are several branches within their hierarchy which do the exact same thing. As a result, fierce competition and rivalries between them have come to fruition. The expedition to the Frontier Island is no exception. A high bozo of the Aennea has been quoted to say in private company: "Who cares about the fate of the Empire if we cannot make money off of saving it?" And so it is that a multitude of quarreling branches of the Guild will be dispatched to follow the enigmatic lead our dear Empress has so graciously received. Among one of those parties is [[Paole Aolice|yours truly]], sent to keep an eye on the promising [[Syren of Arx Cordix]] and his mentor. a34ef2bb3712cd8c107d6ed32f8dba90a13d198a Cutscene: Chapter IV: The Debate 0 62 265 2023-10-21T13:44:38Z Who's Jellies? 2 Created page with "Paole approaches you. He looks alarmed. "Young Master, undead are approaching the settlement. Take two Adventurers, and come to the gate!" [Player choice] "Undead? That Yonghéng witch..."" wikitext text/x-wiki Paole approaches you. He looks alarmed. "Young Master, undead are approaching the settlement. Take two Adventurers, and come to the gate!" [Player choice] "Undead? That Yonghéng witch..." 9fd63339c355bdefc44d290175568559096c4adb 269 265 2023-10-26T11:54:07Z Who's Jellies? 2 wikitext text/x-wiki Paole approaches you. He looks alarmed. "Young Master, undead are approaching the settlement. Mobilize the Adventurers, and go to the Town's gate!" [Player choice] "Undead? That Yonghéng witch..." "How one could deny the deceased their final rest is beyond me. But we need to act swiftly now!" [Choose two Adventurers] Huetzes' Templars stand behind the gate, ready to reinforce it with logs. You approach the giant woman that appeared to be in charge at the beach. [Player choice] "What's the situation?" You note the fear that springs up in her eyes as she takes you in. "Our scouts spotted a legion of undead. They were chasing what appeared to be a trader's caravan! It's the first time goods arrive since... well, since you came to the Island." Now you realize why your appearance shocked her so. [Player choice] You try your hardest not to show any stress. "We'll meet them head on in the plains. Have your Templars stand at the ready to barricade the gate." Although you both know the crude barrier won't survive an onslaught of these creatures, she obliges after a moment's hesitation. Dispensing orders to the scared creates an illusion of control. As your Adventurers prepare themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. Although relaxed, their musles are ready to explode into action. They are ready. You are ready. 6fc61b8094c1f5ccfbb18410e214b68146c03ea0 270 269 2023-11-01T14:36:43Z Who's Jellies? 2 wikitext text/x-wiki The sounds of bells ringing in alarm reach you before Paole does. He nearly runs you over. "Young Master, undead are approaching the settlement! Mobilize the Adventurers!" [Player choice] "Undead? That Yonghéng witch..." "This is hardly the time for discussing ethics. We need to act swiftly!" [Choose two Adventurers] The town is deserted. A young Templar of Huetzes is handling the bell in the central plaza. His sweating face is nearly as red as his armor. You hurry on. At the gate Templars shuffle about. Here and there lie logs, ready for reinforcing the entrance to the Town. A face springs out from the turmoiling warriors. Hesato, a high ranking Officer of the Empire. His eyes widen as he spots you, and he hurries off. <br> No time to investigate. You approach the same giant woman that was in charge at the beach. [Player choice] "What's the situation?" You note the fear that springs up in her eyes as she takes you in. "Our scouts spotted a legion of undead. They were chasing what appeared to be a trader's caravan! It's the first time goods arrive since... well, since you came to the Island." You realize why your appearance shocked her so. [Player choice] You try your hardest not to show any stress. "We'll meet them head on in the plains. Have your Templars stand at the ready to barricade the gate." Although you both know the crude barrier won't survive an onslaught of these creatures, the Commander obliges after a moment's hesitation. Dispensing orders to the scared will create a welcome illusion of control. As your Adventurers prepare themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. They embrace your power, muscles primed for action. Together, you are ready. Clutching their armaments, the Adventurers leave the gate behind. The caravan seems easily forgotten. A legion of gaping maws and rattling bones turns toward you. Prepare for Battle! == Draft 1 == The sounds of bells ringing in alarm reach you before Paole does. He nearly runs you over. "Young Master, undead are approaching the settlement! Mobilize the Adventurers!" [Player choice] "Undead? That Yonghéng witch..." "This is hardly the time for discussing ethics. We need to act swiftly!" [Choose two Adventurers] The town is deserted. A young Templar of Huetzes is handling the bell in the central plaza. His sweating face is nearly as red as his armor. You hurry on. At the gate Templars stand at the ready. Logs lie about, ready for reinforcing the entrance to the Town. A face springs out from the turmoiling warriors. Hesato, a high ranking Officer of the Empire. His eyes widen as he spots you, and he hurries off. <br> No time to investigate. You approach the same giant woman that was in charge at the beach. [Player choice] "What's the situation?" You note the fear that springs up in her eyes as she takes you in. "Our scouts spotted a legion of undead. They were chasing what appeared to be a trader's caravan! It's the first time goods arrive since... well, since you came to the Island." You realize why your appearance shocked her so. [Player choice] You try your hardest not to show any stress. "We'll meet them head on in the plains. Have your Templars stand at the ready to barricade the gate." Although you both know the crude barrier won't survive an onslaught of these creatures, she obliges after a moment's hesitation. Dispensing orders to the scared will create a welcome illusion of control. As your Adventurers prepare themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. Although relaxed, their musles are ready to explode into action. They are ready. You are ready. Clutching their armaments, the Adventurers leave the gate behind them. A legion of gaping maws and rattling bones welcomes them. Prepare for Battle! 4e4165902db5b1ffefeec5f9f42bb2059ca40ad9 271 270 2023-11-01T14:37:52Z Who's Jellies? 2 wikitext text/x-wiki The sounds of bells ringing in alarm reach you before Paole does. He nearly runs you over. "Young Master, undead are approaching the settlement! Mobilize the Adventurers!" [Player choice] "Undead? That Yonghéng witch..." "This is hardly the time for discussing ethics. We need to act swiftly!" [Choose two Adventurers] The town is deserted. A young Templar of Huetzes is handling the bell in the central plaza. His sweating face is nearly as red as his armor. You hurry on. At the gate, Templars shuffle about. Here and there lie logs, ready for reinforcing the entrance to the Town. A face springs out from the turmoiling warriors. Hesato, a high ranking Officer of the Empire. His eyes widen as he spots you, and he hurries off. <br> No time to investigate. You approach the same giant woman that was in charge at the beach. [Player choice] "What's the situation?" You note the fear that springs up in her eyes as she takes you in. "Our scouts spotted a legion of undead. They were chasing what appeared to be a trader's caravan! It's the first time goods arrive since... well, since you came to the Island." You realize why your appearance shocked her so. [Player choice] You try your hardest not to show any stress. "We'll meet them head on in the plains. Have your Templars stand at the ready to barricade the gate." Although you both know the crude barrier won't survive an onslaught of these creatures, the Commander obliges after a moment's hesitation. Dispensing orders to the scared will create a welcome illusion of control. As your Adventurers prepare themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. They embrace your power, muscles primed for action. Together, you are ready. Clutching their armaments, the Adventurers leave the gate behind. The caravan seems easily forgotten. A legion of gaping maws and rattling bones turns toward you. Prepare for Battle! == Draft 1 == The sounds of bells ringing in alarm reach you before Paole does. He nearly runs you over. "Young Master, undead are approaching the settlement! Mobilize the Adventurers!" [Player choice] "Undead? That Yonghéng witch..." "This is hardly the time for discussing ethics. We need to act swiftly!" [Choose two Adventurers] The town is deserted. A young Templar of Huetzes is handling the bell in the central plaza. His sweating face is nearly as red as his armor. You hurry on. At the gate Templars stand at the ready. Logs lie about, ready for reinforcing the entrance to the Town. A face springs out from the turmoiling warriors. Hesato, a high ranking Officer of the Empire. His eyes widen as he spots you, and he hurries off. <br> No time to investigate. You approach the same giant woman that was in charge at the beach. [Player choice] "What's the situation?" You note the fear that springs up in her eyes as she takes you in. "Our scouts spotted a legion of undead. They were chasing what appeared to be a trader's caravan! It's the first time goods arrive since... well, since you came to the Island." You realize why your appearance shocked her so. [Player choice] You try your hardest not to show any stress. "We'll meet them head on in the plains. Have your Templars stand at the ready to barricade the gate." Although you both know the crude barrier won't survive an onslaught of these creatures, she obliges after a moment's hesitation. Dispensing orders to the scared will create a welcome illusion of control. As your Adventurers prepare themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. Although relaxed, their musles are ready to explode into action. They are ready. You are ready. Clutching their armaments, the Adventurers leave the gate behind them. A legion of gaping maws and rattling bones welcomes them. Prepare for Battle! 129fe41377e2b84b8ee98c9c71be1f3900757e7c 272 271 2023-11-04T15:30:30Z Who's Jellies? 2 wikitext text/x-wiki The sounds of bells ringing in alarm reach you before Paole does. He nearly runs you over. "Young Master, undead are approaching the settlement! Mobilize the Adventurers!" [Player choice] "Undead? That Yonghéng witch..." "This is hardly the time for discussing ethics. We need to act swiftly!" [Choose two Adventurers] The town is deserted. A young Templar of Huetzes is handling the bell in the central plaza. His sweating face is nearly as red as his armor. You hurry on. At the gate, Templars shuffle about. Here and there lie logs, ready for reinforcing the entrance to the Town. A face springs out from the turmoiling warriors. Hesato, a high ranking Officer of the Empire. His eyes widen as he spots you, and he hurries off. <br> You raise an eyebrow. No time to investigate. You approach the same giant woman that was in charge at the beach. [Player choice] "What's the situation?" You note the fear that springs up in her eyes as she takes you in. "Our scouts spotted a legion of undead. They were chasing what appeared to be a trader's caravan! It's the first time goods arrive since... well, since you came to the Island." You realize why your appearance shocked her so. [Player choice] You try your hardest not to show any stress. "We'll meet them head on in the plains. Have your Templars stand at the ready to barricade the gate." Although you both know the crude barrier won't survive an onslaught of these creatures, the Commander obliges after a moment's hesitation. Dispensing orders to the scared will create a welcome illusion of control. As your Adventurers prepare themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. They embrace your power, muscles primed for action. Together, you are ready. Clutching their armaments, the Adventurers leave the gate behind. The fleeing caravan seems easily forgotten. A legion of gaping maws and rattling bones turns toward you. Prepare for Battle! == Draft 1 == The sounds of bells ringing in alarm reach you before Paole does. He nearly runs you over. "Young Master, undead are approaching the settlement! Mobilize the Adventurers!" [Player choice] "Undead? That Yonghéng witch..." "This is hardly the time for discussing ethics. We need to act swiftly!" [Choose two Adventurers] The town is deserted. A young Templar of Huetzes is handling the bell in the central plaza. His sweating face is nearly as red as his armor. You hurry on. At the gate Templars stand at the ready. Logs lie about, ready for reinforcing the entrance to the Town. A face springs out from the turmoiling warriors. Hesato, a high ranking Officer of the Empire. His eyes widen as he spots you, and he hurries off. <br> No time to investigate. You approach the same giant woman that was in charge at the beach. [Player choice] "What's the situation?" You note the fear that springs up in her eyes as she takes you in. "Our scouts spotted a legion of undead. They were chasing what appeared to be a trader's caravan! It's the first time goods arrive since... well, since you came to the Island." You realize why your appearance shocked her so. [Player choice] You try your hardest not to show any stress. "We'll meet them head on in the plains. Have your Templars stand at the ready to barricade the gate." Although you both know the crude barrier won't survive an onslaught of these creatures, she obliges after a moment's hesitation. Dispensing orders to the scared will create a welcome illusion of control. As your Adventurers prepare themselves, you allow the confines of your body to dissipate. You feel your soul expanding, reaching out. It is greeted by the minds of the Adventurers. You embrace them, and you feel the power granted to you by the Heavens entering their nerves. Although relaxed, their musles are ready to explode into action. They are ready. You are ready. Clutching their armaments, the Adventurers leave the gate behind them. A legion of gaping maws and rattling bones welcomes them. Prepare for Battle! 5bb1be11aaec96b09c5ca94bc9df17882a108b52